#pragma once

/*******************************************************************************
   File Name: Scripts.h

   Purpose: This file contains defines for all of the scripts in
            scripts.lst. This is an ordered list and needs to
            conform exactly to scripts list. All defines in here
            need to be prepended with SCRIPT_ as a naming
            convention.
*******************************************************************************/

#define SCRIPT_OBJ_DUDE  (1)  //  obj_dude.int   ; player script -- was cr_dialg.int  ; Testing
#define SCRIPT_ELDER     (2)  //  elder.int      ; The Elder from Shady Sands
#define SCRIPT_BARTER    (3)  //  barter.int     ; The Barterman from Shady Sands
#define SCRIPT_BGUARD    (4)  //  bguard.int     ; Only a bodyguard from Shady Sands for the Barterman
#define SCRIPT_COW       (5)  //  cow.int        ; It's just a cow.
#define SCRIPT_MOATGRD   (6)  //  MoatGrd.int    ; Moat guard for the Gunrunners
#define SCRIPT_GUARD     (7)  //  guard.int      ; Guard from Shady Sands
#define SCRIPT_LOSER     (8)  //  loser.int      ; The loser from Shady Sands
#define SCRIPT_PLEASANT  (9)  //  pleasant.int   ; The pleasant peasant from Shady Sands
#define SCRIPT_GUNRNR    (10)  //  GunRnr.int     ; generic gunrunner
#define SCRIPT_MAP_INIT  (11)  //  map_init.int   ; Map for the Vault for the E3 demo
#define SCRIPT_RADSCORP  (12)  //  radscorp.int   ; Radiation Scorpions near Shady Sands
#define SCRIPT_MUTANT2   (13)  //  mutant2.int    ; Invisible Mutants
#define SCRIPT_SSWELL    (14)  //  sswell.int     ; Shady Sands well
#define SCRIPT_SET       (15)  //  set.int        ; Set, the leader of Necropolis
#define SCRIPT_HARRY     (16)  //  harry.int      ; Harry the Super mutant
#define SCRIPT_STIMPACK  (17)  //  stimpack.int   ; Stimpack script to heal players when used
#define SCRIPT_COVER     (18)  //  cover.int      ; A cover for the Manhole
#define SCRIPT_MANHOLE   (19)  //  manhole.int    ; A manhole that leads to the Necropolis Sewers
#define SCRIPT_LADDER    (20)  //  ladder.int     ; Ladder leading down to the Necropolis Sewers
#define SCRIPT_CHAIR     (21)  //  chair.int      ; A chairs in the hotel which you shouldn't sit on
#define SCRIPT_COKE      (22)  //  coke.int       ; Nuka-Cola machine which lucky players can get money
#define SCRIPT_COMPUTER  (23)  //  computer.int   ; A broken computer in the managers office.
#define SCRIPT_DEAD      (24)  //  dead.int       ; Look at the dead bodies, daddy
#define SCRIPT_DESK      (25)  //  desk.int       ; Standard, Master-issued desk, complete with nothing
#define SCRIPT_1DEDGUL1  (26)  //  1dedgul1.int   ; Dead ghouls (?)
#define SCRIPT_1MOLRAT1  (27)  //  1molrat1.int   ; Mole Rat in Necropolis (?)
#define SCRIPT_1MANHOL1  (28)  //  1manhol1.int   ; Manhole to get to the Sewers in Necropolis (?)
#define SCRIPT_1LADDER1  (29)  //  1ladder1.int   ; Ladder for the Manhole in Necropolis (?)
#define SCRIPT_MANAGER   (30)  //  ghoul.int      ; Ghoul manager of the Necropolis hotel
#define SCRIPT_ALPHHOTL  (31)  //  alphhotl.int   ; Map Script for Pre-Alpha demo
#define SCRIPT_GENGHOUL  (32)  //  genghoul.int   ; Generic Ghoul from Necropolis
#define SCRIPT_ARADESH   (33)  //  Aradesh.int    ; Aradesh NPC from Shady Sands
#define SCRIPT_BRAHMIN   (34)  //  Brahmin.int    ; Brahmin (cows) from Junktown who just stand there
#define SCRIPT_COUGAR    (35)  //  Cougar.int     ; Doc Morbid's Assistant, Cougar, from Junktown
#define SCRIPT_FLASH     (36)  //  Flash.int      ; Doc Morbid's Assistant, Flash, from Junktown
#define SCRIPT_JTGENGRD  (37)  //  JtGenGrd.int   ; Generic guards from Junktown
#define SCRIPT_JTPEASNT  (38)  //  JtPeasnt.int   ; Generic peasants from Junktown
#define SCRIPT_BUTCH     (39)  //  Butch.int      ; Butch, leader of some merchants in Hub
#define SCRIPT_CABBOT    (40)  //  Cabbot.int     ; Cabbot, the initiate from the Brotherhood of Steel
#define SCRIPT_CHILDMEM  (41)  //  Childmem.int   ; Children of the Cathedral member
#define SCRIPT_DECKER    (42)  //  Decker.int     ; Decker, the head of the Hub Underground
#define SCRIPT_VIVLTDOR  (43)  //  VIVltDor.int    ; Vault City 2nd floor doors
#define SCRIPT_GIZMO     (44)  //  Gizmo.int      ; Gizmo, the casino owner in Junktown
#define SCRIPT_HAROLD    (45)  //  Harold.int     ; Harold, the old mutant from the Hub
#define SCRIPT_JAIN      (46)  //  Jain.int       ; Jain, Priestess of the Children of the Cathedral
#define SCRIPT_KILLIAN   (47)  //  Killian.int    ; Killian, law enforcement in Junktown
#define SCRIPT_LAURA     (48)  //  Laura.int      ; Laura, the spy for the Followers of the Apocalypse
#define SCRIPT_LOXLEY    (49)  //  Loxley.int     ; Loxley, head of the Thieve's Guild in the hub
#define SCRIPT_LT        (50)  //  Lt.int         ; The Lieutenant of the Master's army
#define SCRIPT_MASTER    (51)  //  Master.int     ; The general Bad guy of the entire game
#define SCRIPT_MAXSON    (52)  //  Maxson.int      ; General John Maxson, High Elder of the Brotherhood of Steel
#define SCRIPT_MORPH     (53)  //  Morph.int       ; Morpheus (not relation to Orpheus) of the Children (power hungry)
#define SCRIPT_NICOLE    (54)  //  Nicole.int      ; Yes, it is the same Nicole from the Followers of the Apocalypse
#define SCRIPT_OVER      (55)  //  Over.int        ; The great Overseer of Vault 13 (chicken)
#define SCRIPT_RHOMBUS   (56)  //  Rhombus.int     ; Rhombus, the Armsmaster for the Brotherhood of Steel
#define SCRIPT_TANDI     (57)  //  Tandi.int       ; Tandi, the minx from Shady Sands
#define SCRIPT_VREE      (58)  //  Vree.int        ; Vree, the Scribe from the Brotherhood of Steel
#define SCRIPT_1MOLERAT  (59)  //  1MoleRat.int    ; Mole Rat Boss (nasty guy)
#define SCRIPT_AIRLOCK   (60)  //  AirLock.int     ; Open this Airlock, and we all look at space
#define SCRIPT_BARRY     (61)  //  Barry.int       ; Barry the Super Mutant
#define SCRIPT_DEADCOMP  (62)  //  DeadComp.int    ; Capt'n, the Computer's dead.
#define SCRIPT_DOOR      (63)  //  Door.int        ; Sorry, the door has a lock on it. Try to pick it.
#define SCRIPT_GANGER    (64)  //  Ganger.int      ; I'm afraid of all these Ganger ghouls.
#define SCRIPT_GARY      (65)  //  Gary.int        ; Uh oh. It's Gary the Super Mutant
#define SCRIPT_GENERIC   (66)  //  Generic.int     ; Hey Mom! Look at the generic Ghouls
#define SCRIPT_TMPLELDR  (67)  //  TMPLGRD.int     ;
#define SCRIPT_GENGLOW1  (68)  //  GenGlow1.int    ; It's a Generic Glowing One
#define SCRIPT_GHDEAD    (69)  //  GhDead.int      ; It's a dead ghoul that we see here.
#define SCRIPT_GHDORGRD  (70)  //  GhDorGrd.int    ; Ghoul Door Guard.
#define SCRIPT_GHGENDED  (71)  //  GhGenDed.int    ; Generic dead ghouls for Necropolis.
#define SCRIPT_GHGUARD   (72)  //  GhGuard.int     ; Ghoul guard for Set.
#define SCRIPT_CARDESRT  (73)  // CarDesrt.int     ; Car Out of Gas Desert Map
#define SCRIPT_GHREFUGE  (74)  //  GhRefuge.int    ; Ghoul Refugee hiding the the Zombie hideout
#define SCRIPT_GHZERO    (75)  //  GhZero.int      ; A ghoul guard
#define SCRIPT_GLOWONE   (76)  //  GlowOne.int     ; Glowing Ones that are caged by Set.
#define SCRIPT_GROUNDR   (77)  //  Groundr.int     ; Necropolis Undergrounders
#define SCRIPT_ECPLANT   (78)  // ECPlant.int      ; Random Encounter Spore Plant
#define SCRIPT_ECGECKO   (79)  // ECGecko.int      ; Random Encounter Gecko
#define SCRIPT_LARRY     (80)  //  Larry.int       ; Larry the Super Mutant
#define SCRIPT_LEADER    (81)  //  Leader.int      ; The ghoul leader in Necropolis (Ganger?)
#define SCRIPT_SPSKUMPT  (82)  //  SPSKUMPT.int    ; Junktown - Skum Pitt spatial script
#define SCRIPT_MANGLED   (83)  //  Mangled.int     ; Some mangled bodies in Necropolis.
#define SCRIPT_MEANDER   (84)  //  Meander.int     ; Some meandering ghouls
#define SCRIPT_KTGOO     (85)   // KTGoo.int       ; Fo2 - Toxic Goo in the rat caves (Klamath)
#define SCRIPT_NH2OCOMP  (86)  //  NH2OComp.int    ; Necropolis Water Computer
#define SCRIPT_NH2OPUMP  (87)  //  NH2OPump.int    ; Necropolis Water Pump
#define SCRIPT_ODDWALL   (88)  //  OddWall.int     ; There is something odd about this wall in Necropolis
#define SCRIPT_PRISONR   (89)  //  Prisonr.int     ; Prisoner of the Super Mutants in Necropolis
#define SCRIPT_SALLY     (90)  //  Sally.int       ; Sally the male Super Mutant (sex change??)
#define SCRIPT_GRAFFITI  (91)  //  graffiti.int    ; generic graffiti on the walls
#define SCRIPT_SETCOLER  (92)  //  SetColer.int    ; Cooler in Set's room which has goodies.
#define SCRIPT_SETDESK   (93)  //  SetDesk.int     ; Set's desk which has a note on it
#define SCRIPT_SETDOOR1  (94)  //  SetDoor1.int    ; Door to Set's room that is trapped
#define SCRIPT_SETGUARD  (95)  //  SetGuard.int    ; Guards to protect Set from Harm.
#define SCRIPT_SETSCTDR  (96)  //  SetSctDr.int    ; Set's Secret Door.
#define SCRIPT_SMELL     (97)  //  Smell.int       ; It's an odd smell in Necropolis (must be ghouls?)
#define SCRIPT_ECHANDLR  (98)   //  ECHANDLR.int    ; Super Mutant centaur handler
#define SCRIPT_STOREROM  (99)   //  StoreRom.int    ; Spacial script for the Necropolis store room
#define SCRIPT_SUPER     (100)  //  Super.int       ; Super Mutants from the city Necropolis
#define SCRIPT_TERRY     (101)  //  Terry.int       ; Terry the Super Mutant (fly away)
#define SCRIPT_GARRET    (102)  //  Garret.int      ; Set's lacky in Necropolis
#define SCRIPT_GRETCH    (103)  //  Gretch.int      ; Gretch, Doctor Morbid's Assistant
#define SCRIPT_MORBID    (104)  //  Morbid.int      ; Doctor in Junktown known for taking body parts
#define SCRIPT_DUMAR     (105)  //  Dumar.int       ; Dumar, Acrolyte of the Children
#define SCRIPT_BARSTOW   (106)  //  Barstow.int     ; Zack Barstow, Initiate of the Children
#define SCRIPT_GENINT    (107)  //  Genint.int      ; generic initiates for Children
#define SCRIPT_JCHIDMEM  (108)  //  JChidMem.int    ; Junktown Children of the Cathedral Member
#define SCRIPT_LOOKOUT   (109)  //  Lookout.int     ; Necropolis Undergrounder Lookout
#define SCRIPT_MACHIV    (110)  //  MachIV.int      ; Mach IV computer in Buried Vaul that is broken
#define SCRIPT_ZICLOSED  (111)  // ziClosed.int     ; Generic "Out of Business" signs
#define SCRIPT_RNDDESRT  (112)  //  RndDesrt.int    ; Random Encounter Desert Map
#define SCRIPT_TGUARD    (113)  //  TGuard.int      ; Tower Guard for Shady Sands
#define SCRIPT_COOK      (114)  //  cook.int        ; A cook from Shady Sands kitchen
#define SCRIPT_CITIZEN   (115)  //  citizen.int     ; Random Citizen from Shady Sands
#define SCRIPT_HOUSCHAR  (116)  //  HousChar.int    ; A chair in the House of a citizen from Shady Sands
#define SCRIPT_AGATHBED  (117)  //  AgathBed.int    ; Bed in Agatha's room from Shady Sands
#define SCRIPT_ROZBED    (118)  //  RozBed.int      ; Bed in Razlo's room from Shady sands
#define SCRIPT_WIFE      (119)  //  Wife.int        ; Razlo's wife from Shady Sands
#define SCRIPT_SDRESSER  (120)  //  SDresser.int    ; Dresser for Razlo or Agatha in Shady Sands
#define SCRIPT_SHADYRUG  (121)  //  ShadyRug.int    ; Generic Rugs in Shady Sands
#define SCRIPT_SBOKCASE  (122)  //  SBokcase.int    ; Shady Sands bookcase with books
#define SCRIPT_MUTEJAR   (123)  //  MuteJar.int     ; A jar of Mutated Fruit from Shady Sands
#define SCRIPT_SHADDESK  (124)  //  ShadDesk.int    ; Desk in Aradesh's room from Shady Sands
#define SCRIPT_COOKSHEL  (125)  //  CookShel.int    ; Shelf with food on them for the Kitchen in Shady Sands
#define SCRIPT_COOKTABL  (126)  //  CookTabl.int    ; Table in the Kitchen in Shady Sands which holds food.
#define SCRIPT_FRUIT     (127)  //  Fruit.int       ; Mutated fruit in the Gardens of Shady Sands
#define SCRIPT_PENSMELL  (128)  //  PenSmell.int    ; Spacial script for the smell around the Brahmin Pen
#define SCRIPT_RAZLO     (129)  //  Razlo.int       ; Razlo from Shady Sands. Local Healer
#define SCRIPT_VALTCTZN  (130)  //  ValtCtzn.int    ; Vault 13 citizen with random lines
#define SCRIPT_VALTLOCK  (131)  //  ValtLock.int    ; Vault 13 airlock.
#define SCRIPT_VALTMON   (132)  //  ValtMon.int     ; Vault 13 Monitor in the Meeting Room
#define SCRIPT_CORECOMP  (133)  //  CoreComp.int    ; Central Core computers in Vault 13
#define SCRIPT_LIBCOMP   (134)  //  LibComp.int     ; Library computer in Vault 13
#define SCRIPT_KALNOR    (135)  //  Assblow.int     ; Guard in Junktown, real name is now Kalnor
#define SCRIPT_GENRAIDR  (136)  //  GenRaidr.int    ; Generic Raiders
#define SCRIPT_GARL      (137)  //  Garl.int        ; Garl from the Raiders' camp
#define SCRIPT_RAIDPRIS  (138)  //  RaidPris.int    ; Raider prisoner in the camp
#define SCRIPT_PETROX    (139)  //  Petrox.int      ; Petrox, a Raider from the camp
#define SCRIPT_TOLYA     (140)  //  Tolya.int       ; Tolya, a Desert Raider
#define SCRIPT_GWEN      (141)  //  Gwen.int        ; One of Garl's "Advisors." She is mean.
#define SCRIPT_DIANA     (142)  //  Diana.int       ; One of the Raiders who repairs raider equipment.
#define SCRIPT_ALYA      (143)  //  Alya.int        ; High spirited female Raider
#define SCRIPT_LIVINGQ   (144)  //  LivingQ.int     ; Spacial in the living quarters of the Buried Vault
#define SCRIPT_MEETING   (145)  //  Meeting.int     ; Spacial in the Meeting room of the Buried Vault
#define SCRIPT_BVSTORE   (146)  //  BVStore.int     ; Spacial in the Storage room of the Buried Vault
#define SCRIPT_BVLIB     (147)  //  BVLib.int       ; Spacial in the Library of the Buried Vault.
#define SCRIPT_BVCORE    (148)  //  BVCore.int      ; Spacial in the Central Core of the Buried Vault
#define SCRIPT_BVMEET    (149)  //  BVMeet.int      ; Spacial in the Meeting room of Buried Vault (rat tunnel).
#define SCRIPT_BVLIVE    (150)  //  BVLive.int      ; Spacial in the Living Quarters of Buried Vault (key in chair).
#define SCRIPT_UNDRBED   (151)  //  UndrBed.int     ; Spacial in Living Quarters of Buried Vault (under bed)
#define SCRIPT_RUBCHIP   (152)  //  RubChip.int     ; Spacial in Rubble of Buried Vault. Chip is buried
#define SCRIPT_RUBCORE   (153)  //  RubCore.int     ; Spacial in Rubble of Buried Vault. Core is buried
#define SCRIPT_BVAIRL    (154)  //  BVAirL.int      ; Spacial for Buried Vault. (Airlock)
#define SCRIPT_HALLDED1  (155)  //  HallDed1.int    ; Map script for Hall of Dead
#define SCRIPT_GABRIEL   (156)  //  Gabriel.int     ; Gabe, the leader of the GunRunners
#define SCRIPT_HICRAPS   (157)  //  HiCraps.int     ; Hi stakes craps game
#define SCRIPT_NUP2DWN1  (158)  //  NUp2Dwn1.int    ; jump from Ground-level to Sewers (Northern most) (Hall Dead)
#define SCRIPT_NUP2DWN2  (159)  //  NUp2Dwn2.int    ; jump from Ground-level to Sewers (Southern most) (Hall Dead)
#define SCRIPT_NDWN2UP1  (160)  //  NDwn2Up1.int    ; jump from Sewers to Ground-level (Northern most) (Hall Dead)
#define SCRIPT_NDWN2UP2  (161)  //  NDwn2Up2.int    ; jump from Sewers to Ground-level (Southern most) (Hall Dead)
#define SCRIPT_GATEDEMO  (162)  //  GateDemo.int    ; Generic gate guard for the demo
#define SCRIPT_WTRGRD    (163)  //  WtrGrd.int       ; Water guard for Vault 13
#define SCRIPT_WATRSHED  (164)  //  WatrShed.int    ; Map script for the Necrop Water
#define SCRIPT_NWUP2DN1  (165)  //  NWUp2Dn1.int    ; jump from Ground-level to Sewers (West) (Necrop Water Shed)
#define SCRIPT_NWUP2DN2  (166)  //  NWUp2Dn2.int    ; jump from Ground-level to Sewers (North) (Necrop Water Shed)
#define SCRIPT_NWUP2DN3  (167)  //  NWUp2Dn3.int    ; jump from Ground-level to Sewers (South) (Necrop Water Shed)
#define SCRIPT_CINDY     (168)  //  Cindy.int        ; Person getting rations from Vault 13
#define SCRIPT_NWDN2UP1  (169)  //  NWDn2Up1.int    ; jump from Sewers to Ground-level (North) (Necrop Water Shed)
#define SCRIPT_NWDN2UP2  (170)  //  NWDn2Up2.int    ; jump from Sewers to Ground-level (West) (Necrop Water Shed)
#define SCRIPT_NWDN2UP3  (171)  //  NWDn2Up3.int    ; jump from Sewers to Ground-level (South) (Necrop Water Shed)
#define SCRIPT_ANDREW    (172)  //  Andrew.int      ; Jail gaurd for the junktown cells
#define SCRIPT_HOTELMAP  (173)  //  HotelMap.int    ; Map script for Necrop Hotel
#define SCRIPT_LORRAINE  (174)  //  Lorraine.int    ; Lorraine from the Boneyard
#define SCRIPT_NHUP2DN1  (175)  //  NHUp2Dn1.int    ; jump from Ground-level to Sewers (North) (Necrop Hotel)
#define SCRIPT_NHUP2DN2  (176)  //  NHUp2Dn2.int    ; jump from Ground-level to Sewers (West) (Necrop Hotel)
#define SCRIPT_NHUP2DN3  (177)  //  NHUp2Dn3.int    ; jump from Ground-level to Sewers (East) (Necrop Hotel)
#define SCRIPT_OFFICER   (178)  //  Officer.int       ; Officer from Vault 13
#define SCRIPT_NHDN2UP1  (179)  //  NHDn2Up1.int    ; jump from Sewers to Ground-level (North) (Necrop Hotel)
#define SCRIPT_NHDN2UP2  (180)  //  NHDn2Up2.int    ; jump from Sewers to Ground-level (West) (Necrop Hotel)
#define SCRIPT_NHDN2UP3  (181)  //  NHDn2Up3.int    ; jump from Sewers to Ground-level (East) (Necrop Hotel)
#define SCRIPT_RADSCAVE  (182)  //  RadSCave.int    ; Map Script for Rad Scorpion Caves
#define SCRIPT_SETH      (183)  //  Seth.int        ; Seth from Shady Sands to transport to Rad Scorpion Caves.
#define SCRIPT_MEDIC     (184)  //  Medic.int       ; Medic from Vault 13.
#define SCRIPT_GENVAULT  (185)  //  GenVault.int    ; Generic Vault 13 dweller.
#define SCRIPT_JUNKCAS   (186)  //  JunkCas.int     ; Map Script for Casino area in Junktown
#define SCRIPT_JUNKKILL  (187)  //  JunkKill.int    ; Map Script for Killian's area in Junktown
#define SCRIPT_JUNKENT   (188)  //  JunkEnt.int     ; Map Script for Entrance to Junktown
#define SCRIPT_ZSPNCHBG  (189)  //  ZSPnchBg.int    ; Punching Bag in the Brotherhood bunker
#define SCRIPT_BVAIR     (190)  //  BVAIR.int       ; buried vault air lock
#define SCRIPT_BVCACHE   (191)  //  BVCache.int     ; cache of medical suppies in the buried vault
#define SCRIPT_BVENT     (192)  //  BVEnt.int       ; Buried Vault ENtrance
#define SCRIPT_SHADYET   (193)  //  ShadyEt.int     ; Map Script for Shady Sands East
#define SCRIPT_SHADYWST  (194)  //  ShadyWst.int    ; Map Script for Shady Sands West
#define SCRIPT_MEDLAB    (195)  //  MEDLAB.int      ; medlab in front of the buried vault
#define SCRIPT_SHACK     (196)  //  Shack.int       ; Shack above the buried vault
#define SCRIPT_SETH2     (197)  //  Seth2.int       ; Seth from Rad Scorpion Caves to transport to Shady Sands
#define SCRIPT_SCRIBEA   (198)  //  scribeA.int     ; Scribe from the brotherhood
#define SCRIPT_VAULT13   (199)  //  Vault13.int     ; Map Script for Vault 13
#define SCRIPT_BVELV1W   (200)  //  BVElv1W.int     ; Buried Vault Elevator. Level 1 West --> Level 2 East
#define SCRIPT_BVELV2E   (201)  //  BVElv2E.int     ; Buried Vault Elevator. Level 2 East --> Level 1 West
#define SCRIPT_BVELV2W   (202)  //  BVElv2W.int     ; Buried Vault Elevator. Level 2 West --> Level 3
#define SCRIPT_BVELV3    (203)  //  BVElv3.int      ; Buried Vault Elevator. Level 3 --> Level 2 West
#define SCRIPT_BVBROKEN  (204)  //  BVBroken.int    ; Buried Vault. The elevator is broken
#define SCRIPT_BROHDENT  (205)  //  BroHdEnt.int    ; Map Script for Brotherhood of Steel Entrance
#define SCRIPT_RATPIT    (206)  //  RatPit.int      ; Breeding Pit of rats in Vault 13 area
#define SCRIPT_FEARDARK  (207)  //  FearDark.int    ; Vault 13. If the player is afraid of the dark
#define SCRIPT_VALTLEAV  (208)  //  ValtLeav.int    ; First time leaving Vault 13
#define SCRIPT_VALTCUPL  (209)  //  ValtCupl.int    ; Couple from Vault 13 who take your room
#define SCRIPT_YOURROOM  (210)  //  YourRoom.int    ; Spacial Script for your room.
#define SCRIPT_SSGUIDE   (211)  //  SSGuide.int     ; Shady Sands Guide to help the player get started.
#define SCRIPT_LITELEAV  (212)  //  LiteLeav.int    ; Light showing from outside world
#define SCRIPT_VALTCORE  (213)  //  ValtCore.int    ; Spacial Script for Vault 13 Central Core
#define SCRIPT_VCOMPOP   (214)  //  VCompOp.int     ; Water Computer in Vault 13 Operations Room
#define SCRIPT_VALTOP    (215)  //  ValtOp.int      ; Spacial Script for Vault 13 Operations
#define SCRIPT_VALTSEC   (216)  //  ValtSec.int     ; Spacial Script for Vault 13 Security
#define SCRIPT_VALTSTOR  (217)  //  ValtStor.int    ; Spacial Script for Vault 13 Storage
#define SCRIPT_VALTMEET  (218)  //  ValtMeet.int    ; Spacial Script for Vault 13 Meeting room
#define SCRIPT_VALTMED   (219)  //  ValtMed.int     ; Spacial Script for Vault 13 Medical Lab
#define SCRIPT_JUNKDEMO  (220)  //  JunkDemo.int    ; Map Script for Junkdemo.Map (for demo)
#define SCRIPT_GUARDEMO  (221)  //  GuarDemo.int    ; Junktown guard w/ pickpocket (for demo)
#define SCRIPT_WANRATS   (222)  //  WanRats.int     ; Wandering, Hostile rats
#define SCRIPT_FLARE     (223)  //  Flare.int       ; flares to light the player's way
#define SCRIPT_VALEL1    (224)  //  ValEl1.int      ; Vault 13 Elevator level 1
#define SCRIPT_VALEL2W   (225)  //  ValEl2w.int     ; Vault 13 Elevator level 2 west
#define SCRIPT_VALEL2E   (226)  //  ValEl2e.int     ; Vault 13 Elevator level 2 east
#define SCRIPT_VALEL3    (227)  //  ValEl3.int      ; Vault 13 Elevator level 3
#define SCRIPT_VAULTBUR  (228)  //  Vaultbur.int    ; Map Script for Buried Vault
#define SCRIPT_DOG       (229)  //  dog.int         ; a dog that wanders around
#define SCRIPT_GHRNDGRD  (230)  //  GhRndGrd.int    ; Random Ghoul Guard in Necropolis
#define SCRIPT_GHKICK    (231)  //  GhKick.int      ; Ghoul who is going to kick your...
#define SCRIPT_MUTANT3   (232)  //  Mutant3.int     ; Super Mutant in Hall Dead. Guards door (no move)
#define SCRIPT_MUTANT4   (233)  //  Mutant4.int     ; Super Mutant in Hall Dead. Guards door (paces/checks for dead mutant3)
#define SCRIPT_MUTANT5   (234)  //  Mutant5.int     ; Super Mutant in Necropolis (place holder)
#define SCRIPT_IAN       (235)  //  Ian.int         ; Injured Shady Sands guard
#define SCRIPT_CURTIS    (236)  //  Curtis.int      ; Shady Sands farmer
#define SCRIPT_CHILD     (237)  //  Child.int       ; a generic Child
#define SCRIPT_RAIDMAP   (238)  //  RaidMap.int     ; Map Script for the Raider Camp
#define SCRIPT_MUTFRUIT  (239)  //  MutFruit.int    ; Mutated Fruits (heals but gives rad damage)
#define SCRIPT_RAIDGRD   (240)  //  RaidGrd.int     ; Raider Guard
#define SCRIPT_HUNTER    (241)  //  Hunter.int      ; Bounty Hunter collecting on the Child killer's head
#define SCRIPT_DOG2      (242)  //  Dog2.int        ; Dog that follows you around if you are Mad Maxx
#define SCRIPT_DUC       (243)  //  Duc.int         ; Trader to Shady Sands
#define SCRIPT_RNDCITY   (244)  //  RndCity.int     ; Map Script for Random City encounter
#define SCRIPT_RNDCOAST  (245)  //  RndCoast.int    ; Map Script for Random Coastal encounters
#define SCRIPT_RNDMTN    (246)  //  RndMtn.int      ; Map Script for Random Mountain encounters
#define SCRIPT_GAMBLER   (247)  //  Gambler.int     ; Gambler in Junktown who appears in The Hub later on.
#define SCRIPT_VAULTENT  (248)  //  VaultEnt.int    ; Map script for Vault Entrance
#define SCRIPT_MILES     (249)  //  Miles.int       ; The chemist of Adytum
#define SCRIPT_SMITTY    (250)  //  Smitty.int      ; Adytum's blacksmith
#define SCRIPT_ADYTOWNR  (251)  //  Adytownr.int    ; Generic script for an Adytowner
#define SCRIPT_REGULATR  (252)  //  Regulatr.int    ; Generic Regulator, guard of Adytown
#define SCRIPT_ECHCENTR  (253)  //  ECHCENTR.int    ; Centaur from Centaur Handler encounter
#define SCRIPT_SAMMAEL   (254)  //  Sammael.int     ; Scav from Adytum
#define SCRIPT_CALEB     (255)  //  Caleb.int       ; Head of the Regulators from Adytum
#define SCRIPT_TAYLOR    (256)  //  Taylor.int      ; Shop keeper/trader from Adytum
#define SCRIPT_JULIANNA  (257)  //  Julianna.int       ; Julianna from the Adytum
#define SCRIPT_FOLSCHOL  (258)  //  FolSchol.int    ; A scholar from the Followers
#define SCRIPT_FOLINIT   (259)  //  FolInit.int     ; An initiate from the Follower
#define SCRIPT_FLSUPMUT  (260)  //  FlSupMut.int    ; Super Mutant in the Followers area
#define SCRIPT_CHIDSCOL  (261)  //  ChidScol.int    ; a scholar from the Children
#define SCRIPT_CHIDINIT  (262)  //  ChidInit.int    ; An Initiate from the Children
#define SCRIPT_FOLSCOUT  (263)  //  FolScout.int    ; A Scout for the Followers
#define SCRIPT_FOLGUARD  (264)  //  FolGuard.int    ; A Guard for the Followers
#define SCRIPT_THSUPMUT  (265)  //  ThSupMut.int    ; Generic Thinker Super Mutant in the Boneyard
#define SCRIPT_HEATHER   (266)  //  Heather.int     ; Heather, a spy for the Children
#define SCRIPT_PETER     (267)  //  Peter.int       ; Head of the Follower's scouts
#define SCRIPT_JAKE      (268)  //  Jake.int        ; second in command of the Followers
#define SCRIPT_ORFEO     (269)  //  Orfeo.int       ; Senior Children member in Boneyard
#define SCRIPT_MARNEY    (270)  //  Marney.int      ; The Doctor/Nurse of the Followers
#define SCRIPT_NEIL      (271)  //  Neil.int        ; Neil, head of the Followers guard
#define SCRIPT_AMBER     (272)  //  Amber.int       ; teacher for the Followers
#define SCRIPT_UTHERN    (273)  //  Uthern.int      ; Leader of the Super Mutant Scouts in Boneyard
#define SCRIPT_TALIUS    (274)  //  Talius.int      ; A ghoul Follower in the Boneyard
#define SCRIPT_CHDGUARD  (275)  //  ChdGuard.int    ; Generic Children guard in Boneyard
#define SCRIPT_CHDSCOUT  (276)  //  ChdScout.int    ; Generic Children scout in Boneyard
#define SCRIPT_SCSUPMUT  (277)  //  ScSupMut.int    ; Generic Scout Super Mutant in the Boneyard
#define SCRIPT_RAZOR     (278)  //  Razor.int       ; Razor, leader of the Blades
#define SCRIPT_BLADE     (279)  //  Blade.int       ; Generic Blades from the Boneyard
#define SCRIPT_FIRE      (280)  //  Fire.int        ; Fire, second in command of the Blades
#define SCRIPT_BECA      (281)  //  Beca.int        ; Beca and Jade. Quartermistress of the Blades
#define SCRIPT_DOLGAN    (282)  //  Dolgan.int      ; Dolgan, the weaponmaster from the Blades
#define SCRIPT_MICHELLE  (283)  //  Michelle.int    ; Michelle, leader of the scouts for the Blades
#define SCRIPT_DRAGON    (284)  //  Dragon.int      ; Dragon, Night watchman for the Blades
#define SCRIPT_ROMERO    (285)  //  Romero.int      ; Just a Blade in love w/ some chick in Adytum
#define SCRIPT_BROHD12   (286)  //  Brohd12.int     ; Map Script of the Brotherhood of Steel (level 1,2)
#define SCRIPT_BROHD34   (287)  //  Brohd34.int     ; Map Script for Brotherhood of Steel (level 3,4)
#define SCRIPT_JON       (288)  //  Jon.int         ; John Zimmerman from the Adytum
#define SCRIPT_RIPPPRIS  (289)  //  RippPris.int    ; Ripper Prisoner in the Boneyard
#define SCRIPT_SCRIBEB   (290)  //  ScribeB.int       ; Another scribe from the brotherhood
#define SCRIPT_BVLAD     (291)  //  BVLad.int       ; Buried Vault Ladder which leads to the Surface
#define SCRIPT_CHARBODY  (292)  //  CharBody.int    ; A charred body in the Glow
#define SCRIPT_BONEBODY  (293)  //  BoneBody.int    ; dry bones from a body in the Glow
#define SCRIPT_DEADBRO   (294)  //  DeadBro.int     ; the corpses of dead Brotherhood people
#define SCRIPT_GENDISK   (295)  //  GenDisk.int     ; Generic  Holodisks found in the Glow
#define SCRIPT_HOTSPOT   (296)  //  HotSpot.int     ; Radiation Hot Spot in the Glow (Spatial script)
#define SCRIPT_PERNPWR   (297)  //  PerNPwr.int     ; Dead person in Power Armour in the Glow.
#define SCRIPT_GLO1WEAP  (298)  //  Glo1Weap.int    ; Glow Level 1 Weapon Depot door.
#define SCRIPT_GLOCOMP   (299)  //  GloComp.int     ; Computer ZR32 from the Glow.
#define SCRIPT_GLO3SUPL  (300)  //  Glo3Supl.int    ; Glow Level 3 Supply Depot door.
#define SCRIPT_GLOWGEN   (301)  //  GlowGen.int     ; The generator for the Glow.
#define SCRIPT_GLOWPUMP  (302)  //  GlowPump.int    ; The water pump from the Glow
#define SCRIPT_SCIROOM   (303)  //  SciRoom.int     ; The living quarters of the Esteemed scientists.
#define SCRIPT_SENTRYGN  (304)  //  SentryGn.int    ; Sentry Gun trap in the Glow
#define SCRIPT_GLORDDOR  (305)  //  GloRdDor.int    ; The Red Pass Key doors in the Glow
#define SCRIPT_GLOBLDOR  (306)  //  GloBlDor.int    ; The Blue Pass Key doors in the Glow
#define SCRIPT_GLO3WEP   (307)  //  Glo3Wep.int     ; Glow, Level 3, Weapon Depot door.
#define SCRIPT_GLWBOX    (308)  //  GlwBox.int      ; On Level 4 of the glow, Security Check Lockbox
#define SCRIPT_TYLIER    (309)  //  Tylier.int      ; Tylier, the security computer in the Glow
#define SCRIPT_GLOWCAGE  (310)  //  GlowCage.int    ; Cage for the animals in the Glow
#define SCRIPT_GLOWTABL  (311)  //  GlowTabl.int    ; Table in the Glow
#define SCRIPT_ZAX       (312)  //  Zax.int         ; Zax the AI computer from the Glow
#define SCRIPT_GLWALIEN  (313)  //  GlwAlien.int    ; Skeleton of a dead alien body
#define SCRIPT_FREEZER   (314)  //  Freezer.int     ; Note in the freezer of the Glow.
#define SCRIPT_FARLI     (315)  //  Farli.int       ; Farli from the Brotherhood of Steel
#define SCRIPT_DARREL    (316)  //  Darrel.int      ; Darrel, Cabbot's replacement in the Brotherhood
#define SCRIPT_PALGUARD  (317)  //  PalGuard.int    ; Paladin Guard in the Brotherhood surface (Caravan Guard)
#define SCRIPT_TALUS     (318)  //  Talus.int       ; Talus, Rombus's second in command.
#define SCRIPT_SOPHIA    (319)  //  Sophia.int      ; Sophia, an instructor for the Brotherhood
#define SCRIPT_MICHAEL   (320)  //  Michael.int     ; Distributes weapons to initiates.
#define SCRIPT_GLO4WEAP  (321)  //  Glo4Weap.int    ; Weapon depot on level 4 of the Glow
#define SCRIPT_ESLADDER  (322)  //  ESLADDER.int    ; Cavern encounter ladder
#define SCRIPT_ECWLDDOG  (323)  //  ECWldDog.int    ; Random Encounter Wild Dogs
#define SCRIPT_SENTRY    (324)  //  Sentry.int      ; Paladin guard after invasion
#define SCRIPT_PALADINA  (325)  //  PaladinA.int    ; Paladin in the Hall of the Brotherhood.
#define SCRIPT_PALADINB  (326)  //  PaladinB.int    ; Paladin in the Guard room
#define SCRIPT_PALADINC  (327)  //  PaladinC.int    ; Paladin in the Main Computer Room
#define SCRIPT_GLOBLELV  (328)  //  GloBlElv.int    ; Blue Elevator in the Glow.
#define SCRIPT_KNIGHTA   (329)  //  KnightA.int     ; Knight in the Computer Room
#define SCRIPT_KNIGHTB   (330)  //  KnightB.int     ; generic Knights in the Brotherhood.
#define SCRIPT_GLOWDESK  (331)  //  GlowDesk.int    ; a jammed desk in the Glow.
#define SCRIPT_WEAPSYS   (332)  //  WeapSys.int     ; Spatial warning that the weapon system is armed.
#define SCRIPT_ARTIFACT  (333)  //  Artifact.int    ; the artifact the Brotherhood sends you to find.
#define SCRIPT_GLOCABN   (334)  //  GloCabn.int     ; locked cabinet in the Glow.
#define SCRIPT_GASTRAP   (335)  //  GasTrap.int     ; Gas Trap in the Glow
#define SCRIPT_LAZRTRAP  (336)  //  LazrTrap.int    ; Laser beam trap in the Glow.
#define SCRIPT_JTRAIDER  (337)  //  JtRaider.int    ; A crazy Raider in Junktown
#define SCRIPT_SINTHIA   (338)  //  Sinthia.int     ; Sinthia, the Sell Baby in Junktown
#define SCRIPT_MARCELLE  (339)  //  Marcelle.int    ; Owner of the Crash House in Junktown
#define SCRIPT_KILLSAFE  (340)  //  KillSafe.int    ; Killian's personal safe.
#define SCRIPT_JTBOB     (341)  //  JtBob.int       ; Bob from Junktown. Pretty much a dead beat
#define SCRIPT_TRISH     (342)  //  Trish.int       ; Trish, a waitress in Junktown's Skum Pit
#define SCRIPT_V13DOOR   (343)  //  V13Door.int     ; Main door to Vault 13
#define SCRIPT_V13COMP   (344)  //  V13Comp.int     ; Computer to open Vault 13 door.
#define SCRIPT_DISKA     (345)  //  DiskA.int       ; Holodisk w/ Alpha Experiment in the Glow
#define SCRIPT_DISKD     (346)  //  DiskD.int       ; Holodisk w/ Delta Experiment in the Glow
#define SCRIPT_FEVDISK   (347)  //  FEVDisk.int     ; Holodisk w/ FEV Experiment in the Glow
#define SCRIPT_VREEDISK  (348)  //  VreeDisk.int    ; Holodisk w/ Vree's report
#define SCRIPT_SECDISK   (349)  //  SecDisk.int     ; Holodisk w/ Security Code for the Glow
#define SCRIPT_CODEDISK  (350)  //  CodeDisk.int    ; Holodisk w/ Brotherhood Honor Code
#define SCRIPT_GENGAMBL  (351)  //  GenGambl.int    ; generic gambler in junktown
#define SCRIPT_PHIL      (352)  //  Phil.int        ; Phil is trying to get into his Junktown Condo
#define SCRIPT_DOGMEAT   (353)  //  Junkdog.int     ; dog who is blocking phil from the Condo
#define SCRIPT_CHEPSLOT  (354)  //  ChepSlot.int    ; cheapy slot machine
#define SCRIPT_GOODSLOT  (355)  //  GoodSlot.int    ; Good paying slot machine
#define SCRIPT_LOWJACK   (356)  //  LowJack.int     ; low stakes Blackjack
#define SCRIPT_HIGHJACK  (357)  //  HighJack.int    ; high stakes Blackjack.
#define SCRIPT_CHOCTECH  (358)  //  ChocTech.int    ; Children of the Cathedral Technician in the Military Base
#define SCRIPT_ABEL      (359)  //  Abel.int        ; Abel, lowers the Force Shield E
#define SCRIPT_FIELDA    (360)  //  FieldA.int      ; Force Field A
#define SCRIPT_RADIO     (361)  //  Radio.int       ; Radio for the Military Base
#define SCRIPT_VATSIGN   (362)  //  VatSign.int     ; Sign to the Vats Control Room
#define SCRIPT_VCONDOOR  (363)  //  VConDoor.int    ; Door to get into the Vats Control Room
#define SCRIPT_FORCCOMP  (364)  //  ForcComp.int    ; Force Field Controller Computer in the Vats
#define SCRIPT_MRHANDYA  (365)  //  MrHandyA.int    ; Mr. Handy from the Vats
#define SCRIPT_MRHANDYB  (366)  //  MrHandyB.int    ; Mr. Handy from the Vats
#define SCRIPT_FLIP      (367)  //  Flip.int        ; Recent Convert to the Nightkin
#define SCRIPT_ROBCTRL   (368)  //  RobCtrl.int     ; No, this does not control me, It controls the Robots
#define SCRIPT_VSGTEAM9  (369)  //  VSgTeam9.int    ; Vats, Sargeant of Team 9 Nightkin
#define SCRIPT_VATTEAM9  (370)  //  VatTeam9.int    ; Vats, Team 9 member
#define SCRIPT_VCONCOMP  (371)  //  VConComp.int    ; Vats Control Computer
#define SCRIPT_PEASANTD  (372)  //  PeasantD.int    ; This is Phil's smart-alec friend
#define SCRIPT_DEMOCOMP  (373)  //  DemoComp.int    ; Computer for the demo
#define SCRIPT_DEMODOG   (374)  //  DemoDog.int     ; dog for the Demo
#define SCRIPT_DEMOPEAS  (375)  //  DemoPeas.int    ; Phil's smart-alec friend for the Demo
#define SCRIPT_DEMOPHIL  (376)  //  DemoPhil.int    ; Phil in the dog scenerio for demo
#define SCRIPT_ZACK      (377)  //  Zack.int        ; some loser from the Gunrunners
#define SCRIPT_THERESA   (378)  //  Theresa.int     ; Faction leader in the Vault trying to get out of the Vault (not from MI)
#define SCRIPT_REBEL     (379)  //  Rebel.int       ; Rebels against the Empire and the Emperor Overseer
#define SCRIPT_DEMODOOR  (380)  //  DemoDoor.int    ; locked freezer in the demo
#define SCRIPT_SCRIBEC   (381)  //  ScribeC.int     ; a third scribe from the brotherhood
#define SCRIPT_JASON     (382)  //  Jason.int       ; Jason from Adytum.
#define SCRIPT_THUG      (383)  //  Thug.int        ; generic thug from the boneyard
#define SCRIPT_LASHER    (384)  //  Lasher.int      ; Lasher from the Children of the Cathedral
#define SCRIPT_VINNIE    (385)  //  Vinnie.int      ; Leader of the Skuls gang in Junktown
#define SCRIPT_VICTOR    (386)  //  Victor.int      ; Skulz Sociopath
#define SCRIPT_SHARK     (387)  //  Shark.int       ; Skulz ganger in the Scum Pit
#define SCRIPT_SHERRY    (388)  //  Sherry.int      ; Another member of the Skulz
#define SCRIPT_TYCHO     (389)  //  Tycho.int       ; Desert Ranger in Junktown
#define SCRIPT_GENSKULZ  (390)  //  GenSkulz.int    ; generic Skulz member
#define SCRIPT_SLUMMER   (391)  //  Slummer.int     ; Brainwashed member of the Children
#define SCRIPT_ZARK      (392)  //  Zark.int        ; Cathedral Thug
#define SCRIPT_CALDER    (393)  //  Calder.int      ; Flower child of the Children
#define SCRIPT_CHIDNITE  (394)  //  ChidNite.int    ; Generic Nightkin at the Cathedral
#define SCRIPT_CHIDGAB   (395)  //  ChidGAB.int     ; Children Generic Attitude Boy
#define SCRIPT_GENCHANT  (396)  //  GenChant.int    ; Generic Chanter from the Children
#define SCRIPT_BARRACUS  (397)  //  Barracus.int    ; Leader of the Thug faction in the Children
#define SCRIPT_CHANTER   (398)  //  Chanter.int     ; Generic Chanter 1 from the Children
#define SCRIPT_FRANCIS   (399)  //  Francis.int     ; Sister Francis from the Children
#define SCRIPT_DOCWU     (400)  //  DocWu.int       ; foul-mouthed doc from the Children
#define SCRIPT_RUTGER    (401)  //  Rutger.int      ; second in command of the Far Go Traders
#define SCRIPT_PHRAX     (402)  //  Phrax.int       ; From the Demo, guard for the Crypts.
#define SCRIPT_DEMOGEN   (403)  //  DemoGen.int     ; Generator for the demo
#define SCRIPT_DEMOCRYP  (404)  //  DemoCryp.int    ; generic Crypt ganger member for the demo
#define SCRIPT_DEMOFOOL  (405)  //  DemoFool.int    ; generic Fool ganger memeber for the demo
#define SCRIPT_LENNY     (406)  //  Lenny.int       ; the Bhrama master for the demo
#define SCRIPT_ICEPICK   (407)  //  Icepick.int     ; Leader of the Fools.
#define SCRIPT_SKIZZER   (408)  //  Skizzer.int     ; gate guard for the demo
#define SCRIPT_PEZ       (409)  //  Pez.int         ; generic peasant for the demo
#define SCRIPT_ROCK      (410)  //  Rock.int        ; another guard for the demo
#define SCRIPT_LEX       (411)  //  Lex.int         ; Leader of Scrapheap for the demo
#define SCRIPT_RAYZE     (412)  //  Rayze.int       ; leader of the Crypts for the demo
#define SCRIPT_SKIPPY    (413)  //  Skippy.int      ; Lead wirecutter boy
#define SCRIPT_BAKA      (414)  //  Baka.int        ; Leader of the Fools
#define SCRIPT_SCOUTC    (415)  //  ScoutC.int      ; has the player scouted the Crypts?
#define SCRIPT_SCOUTF    (416)  //  ScoutF.int      ; has the player scouted the Fools?
#define SCRIPT_FOLLMAP   (417)  //  FollMap.int     ; this is the map for the Followers in the Boneyard
#define SCRIPT_SEMICOMP  (418)  //  SemiComp.int    ; Computer that is barely functional in Necrop Vault
#define SCRIPT_RADRAT    (419)  //  RadRat.int      ; Rats which make you have a healthly glow
#define SCRIPT_NGARFRDG  (420)  //  NGarFrdg.int    ; Necropolis, Garret's Fridge
#define SCRIPT_WTRLADR   (421)  //  WtrLadr.int     ; Ladder. Leads to ground  [from the sewers above NecVault]
#define SCRIPT_NECVLADR  (422)  //  NecVLadr.int    ; Ladder leading from the Necrop vault to the sewers
#define SCRIPT_NECVHOLE  (423)  //  NecVHole.int    ; Manhole leading to the Necrop Vault
#define SCRIPT_WTRHOLE   (424)  //  WtrHole.int     ; Manhole. Leads to Sewers [towards NecVault]
#define SCRIPT_VALTNEC   (425)  //  ValtNec.int     ; Map Script for the Necrop Vault
#define SCRIPT_TOWNMAP   (426)  //  TownMap.int     ; This will bring up the townmap if the player tries using the obj.
#define SCRIPT_MVAIRLOC  (427)  //  MVAirloc.ssl    ;  Master's Vault: Airlock door
#define SCRIPT_MVBSHELF  (428)  //  MVBShelf.ssl    ;  Master's Vault: Bookshelf
#define SCRIPT_MVSCTSHF  (429)  //  MVSctShf.ssl    ;  Master's Vault: Bookshelf with secret door
#define SCRIPT_V13CAVE   (430)  //  V13Cave.int     ; Map Script for the Vault 13 cave
#define SCRIPT_MVRCRDOR  (431)  //  MVRCrDor.int    ; Reactor Core Door in the Master's Vault
#define SCRIPT_COMMAND   (432)  //  Command.int     ; something for the military base
#define SCRIPT_GENSUPR   (433)  //  GenSupr.int     ; Generic super mutant in the military base
#define SCRIPT_KRUPPER   (434)  //  Krupper.int     ; Krupper from the military base
#define SCRIPT_VANHAG    (435)  //  Vanhag.int      ; Vanhaggen from the military base
#define SCRIPT_VASQUEZ   (436)  //  Vasquez.int     ; Vasquez from junktown
#define SCRIPT_JNKSCOUT  (437)  //  JnkScout.int    ; Scout in Junktown
#define SCRIPT_PEASANTC  (438)  //  PeasantC.int    ; peasant in Junktown
#define SCRIPT_GENRAID2  (439)  //  GenRaid2.int    ; another type of generic Raider
#define SCRIPT_JARVIS    (440)  //  Jarvis.int      ; Some guy from Shady Sands
#define SCRIPT_MBSTRONG  (441)  //  MBStrong.int    ; Map Script for the Military Base  [Stronghold]
#define SCRIPT_MBVATS    (442)  //  MBVats.int      ; Map Script for the Military Base  [Vats]
#define SCRIPT_MBENT     (443)  //  MBEnt.int       ; Map Script for the Military Base  [Entrance]
#define SCRIPT_CHILDRN1  (444)  //  Childrn1.int    ; Map Script for the lower level of the Children of the Cathedral
#define SCRIPT_CHILDRN2  (445)  //  Childrn2.int    ; Map Script for the Towers of the Children of the Cathedral
#define SCRIPT_MASTER1   (446)  //  Master1.int     ; Map Script for the upper 2 level of the Master's Vault
#define SCRIPT_MASTER2   (447)  //  Master2.int     ; Map Script for the lower 2 level of the Master's Vault
#define SCRIPT_MVCOMP    (448)  //  MVComp.int      ; Nuclear warhead control computer in the Master's Vault
#define SCRIPT_MVNUKE    (449)  //  MVNuke.int      ; The nuclear warhead in the Master's Vault
#define SCRIPT_MVDWN2UP  (450)  //  MVDwn2Up.int    ; go from the lower layers of Master's Vault to the upper
#define SCRIPT_MVUP2DWN  (451)  //  MVUp2Dwn.int    ; go from the upper layers to the lower layers of Master's Vault
#define SCRIPT_CHID2MAS  (452)  //  Chid2Mas.int    ; go from the Children of the Cathedral to the Master's Lair
#define SCRIPT_ZSWSIGN   (453)  //  ZSWsign.int     ; Generic wanted Sign.nl
#define SCRIPT_CHID2TWR  (454)  //  Chid2Twr.int    ; go from the main floor to tower of the Children
#define SCRIPT_TOW2CHID  (455)  //  Tow2Chid.int    ; go from the tower to main floor of the Children
#define SCRIPT_COCDOOR   (456)  //  COCDoor.int     ; Transport from outside to inside of Children
#define SCRIPT_BARTRBOX  (457)  //  BARTRBOX.int    ; Shady Sands merchant inventory box
#define SCRIPT_V132CAVE  (458)  //  V132Cave.int    ; Vault 13 to Vault13 caves
#define SCRIPT_SECDOOR   (459)  //  SecDoor.int     ; door to vault 13 armory
#define SCRIPT_SPOTLITE  (460)  //  SpotLite.int    ; affect the light level of the light scenery
#define SCRIPT_WTRTHIEF  (461)  //  WtrThief.int    ; Water Thief from Vault 13
#define SCRIPT_JENNIFER  (462)  //  Jennifer.int    ; Jennifer from the Brotherhood of Steel
#define SCRIPT_BLAST     (463)  //  Blast.int       ; an explosion for the Buried Vault
#define SCRIPT_UZCHAIR   (464)  //  UzChair.int     ; Use a chair from the Buried Vault
#define SCRIPT_CAVEWALL  (465)  //  CaveWall.int    ; the portion of the cave wall which can be destroyed
#define SCRIPT_ELEV0     (466)  //  elev0.int       ; Bos1 (Brotherhood of Steel)
#define SCRIPT_ELEV1     (467)  //  elev1.int       ; Bos2 (entrance)
#define SCRIPT_ELEV2     (468)  //  elev2.int       ; Master1
#define SCRIPT_ELEV3     (469)  //  elev3.int       ; Master2 (lower-level)
#define SCRIPT_ELEV4     (470)  //  elev4.int       ; Military Base 1
#define SCRIPT_ELEV5     (471)  //  elev5.int       ; Military Base 2 (lower-level)
#define SCRIPT_ELEV6     (472)  //  elev6.int       ; Vault13
#define SCRIPT_BARFLY    (473)  //  Barfly.int      ; some loser in the bar in Junktown
#define SCRIPT_BV2VAULT  (474)  //  BV2Vault.int    ; Teleports player from the Shack to the Buried Vault
#define SCRIPT_COLATRUK  (475)  //  ColaTruk.int    ; Map Script for special random encounter Cola Truck
#define SCRIPT_FSAUSER   (476)  //  FSauser.int     ; Map Script for special random encounter Flying Sauser
#define SCRIPT_GLOWENT   (477)  //  Glowent.int     ; Map Script for Glow Entrance
#define SCRIPT_GLOWMAP1  (478)  //  GlowMap1.int    ; Map Script for Glow (levels 1-3)
#define SCRIPT_GLOWMAP2  (479)  //  GlowMap2.int    ; Map Script for Glow (Levels 4-6)
#define SCRIPT_LAADYTUM  (480)  //  LAAdytum.int    ; Map Script for Adytum
#define SCRIPT_LABLADES  (481)  //  LABlades.int    ; Map Script for the Blades from the Boneyard
#define SCRIPT_LAGUNRUN  (482)  //  LAGunRun.int    ; Map Script for Gunrunners from the Boneyard
#define SCRIPT_LARIPPER  (483)  //  LARipper.int    ; Map Script for the Rippers from the Boneyard
#define SCRIPT_HUBENT    (484)  //  HubEnt.int      ; Map Script for Hub Entrance
#define SCRIPT_HUBDWNTN  (485)  //  HubDwnTn.int    ; Map Script for Downtown Hub
#define SCRIPT_HUBHEIGT  (486)  //  HubHeigt.int    ; Map Script for The Heights of Hub
#define SCRIPT_HUBOLDTN  (487)  //  HubOldTn.int    ; Map Script for Old Towne Hub
#define SCRIPT_HUBWATER  (488)  //  HubWater.int    ; Map Script for Water Merchants of Hub
#define SCRIPT_DETHCAVE  (489)  //  DethCave.int    ; Map Script for Deathclaw Cave
#define SCRIPT_DRWHOMAP  (490)  //  DrWhoMap.int    ; Map Script for Dr. Who special encounter
#define SCRIPT_LGFTPRNT  (491)  //  LgFtPrnt.int    ; Map Script for Large Foot Print special encounter
#define SCRIPT_USEDCAR   (492)  //  UsedCar.int     ; Map Script for Used Car Salesman special encounter
#define SCRIPT_TALKCOWS  (493)  //  TalkCows.int    ; Map Script for Talking Cows special encounter
#define SCRIPT_JTUP2DN   (494)  //  JTUp2Dn.int     ; Getting from Garage to Morbid's Lab
#define SCRIPT_JTDN2UP   (495)  //  JTDn2Up.int     ; getting from Morbid's lab to Garage
#define SCRIPT_VIOLA     (496)  //  Viola.int       ; convert from the Followers to the Children
#define SCRIPT_SURF      (497)  //  Surf.int        ; dude, what's with these Children?
#define SCRIPT_CHOCDOOR  (498)  //  ChocDoor.int    ; Door to get out of the Children of the Cathedral
#define SCRIPT_DANE      (499)  //  Dane.int        ; psycho person who knows too much
#define SCRIPT_JONATHAN  (500)  //  Jonathan.int    ; someone from the Brotherhood
#define SCRIPT_STUDENT   (501)  //  Student.int     ; student who is learning combat in the brotherhood
#define SCRIPT_CATH2MV   (502)  //  Cath2MV.int     ; spacial to take you from the Cathedral to the Master's Lair
#define SCRIPT_GLO4SUPL  (503)  //  Glo4Supl.int    ; level 4 of the Glow, Supply Room
#define SCRIPT_LORRIBOX  (504)  //  LORRIBOX.int    ; BOS - Locker watched by Lorry
#define SCRIPT_ECHUNTRA  (505)  //  ECHUNTRA.int    ; Encounter - Gecko hunter - Father
#define SCRIPT_ECHUNTRB  (506)  //  ECHUNTRB.int    ; Encounter - Gecko hunter - Son
#define SCRIPT_LYLE      (507)  //  Lyle.int        ; man who actually had some water rations stolen
#define SCRIPT_NEAL      (508)  //  Neal.int        ; the bartender for the Skum Pitt.
#define SCRIPT_TRAPFLOR  (509)  //  TrapFlor.int    ; there is a trap on the floor in the glow
#define SCRIPT_KENJI     (510)  //  Kenji.int       ; Gunman hired by Gizmo to kill Killian
#define SCRIPT_GENT2LV1  (511)  //  GEnt2Lv1.int    ; spatial. Glow entrance to Level 1 of the glow
#define SCRIPT_GLV12ENT  (512)  //  GLv12Ent.int    ; Use the rocks to go from the Glow Level 1 to Entrance
#define SCRIPT_CTOWER1   (513)  //  CTower1.int     ; Catherdral Tower to level 1
#define SCRIPT_CTOWER2   (514)  //  CTower2.int     ; Catherdral Tower to level 2
#define SCRIPT_CTOWER3   (515)  //  CTower3.int     ; Catherdral Tower to level 3
#define SCRIPT_EXITBASE  (516)  //  ExitBase.int    ; Spatial script which will allow you to get out of the Military Base
#define SCRIPT_SSRADSCO  (517)  //  SSRadSco.int    ; Shady Sands Radscorpions for the Quest
#define SCRIPT_LARS      (518)  //  Lars.int        ; Sergeant of the guards in Junktown.
#define SCRIPT_ELEV6_M1  (519)  //  elev6_m1.int    ; Glow Elevator 1 (really *6*, but vault13 is in place there)
#define SCRIPT_ELEV7     (520)  //  elev7.int       ; Glow Elevator 2
#define SCRIPT_ELEV9     (521)  //  elev9.int       ; Necropolis Elevator
#define SCRIPT_ECHUNTRC  (522)  //  ECHUNTRC.int    ; Encounter - Gecko hunter - War Party / Raider
#define SCRIPT_ELEV11    (523)  //  elev11.int      ; Extra Glow Elevator
#define SCRIPT_GENMUTAN  (524)  //  GenMutan.int    ; Generic mutant in the master's vault
#define SCRIPT_GENSARG   (525)  //  GenSarg.int     ; Generic sargent mutant in the master's vault
#define SCRIPT_MBOUT2IN  (526)  //  MBOut2In.int    ; door script to allow the player to get into the Military Base
#define SCRIPT_TROPHY    (527)  //  Trophy.int      ; Neal's bowling trophy.
#define SCRIPT_SAUL      (528)  //  Saul.int        ; Saul, boxer for Gizmo
#define SCRIPT_GUSTOFER  (529)  //  Gustofer.int    ; Saul's Manager
#define SCRIPT_ROBOT     (530)  //  Robot.int       ; Robots from the master's lair
#define SCRIPT_VGATEMUT  (531)  //  VGateMut.int    ; Super mutant patrolling gate of the Vats.
#define SCRIPT_VPLOTMUT  (532)  //  VPLotMut.int    ; Super mutant sergeant patrolling parking lot.
#define SCRIPT_VFENCEMT  (533)  //  VFenceMt.int    ; Super mutant patrolling fence of the Vats.
#define SCRIPT_DOORCODE  (534)  //  DoorCode.int    ; Script for the tape with the Vats door code.
#define SCRIPT_GUARD2    (535)  //  Guard2.int      ; Second Garret in Watershed Map
#define SCRIPT_VDOORMUT  (536)  //  VDoorMut.int    ; Vats Door Mutant
#define SCRIPT_FIELDB    (537)  //  FieldB.int      ; Force Field B: Stronghold generic
#define SCRIPT_FIELDC    (538)  //  FieldC.int      ; Force Field C: Stronghold east side
#define SCRIPT_FIELDD    (539)  //  FieldD.int      ; Force Field D: Stronghold north side
#define SCRIPT_FIELDE    (540)  //  FieldE.int      ; Force Field E: Stronghold south side
#define SCRIPT_FIELDF    (541)  //  FieldF.int      ; Force Field F: Vats security hall
#define SCRIPT_FIELDG    (542)  //  FieldG.int      ; Force Field G: Vats elevator A
#define SCRIPT_FIELDH    (543)  //  FieldH.int      ; Force Field H: Vats control room
#define SCRIPT_FIELDI    (544)  //  FieldI.int      ; Force Field I: Vats hallway
#define SCRIPT_FORCECON  (545)  //  ForceCon.int    ; Generic force field controller script
#define SCRIPT_VTEAM1    (546)  //  VTeam1.int      ; Mutant team num 1 in Vats
#define SCRIPT_VTEAM2    (547)  //  VTeam2.int      ; Mutant team num 2 in Vats
#define SCRIPT_VTEAM3    (548)  //  VTeam3.int      ; Mutant team num 3 in Vats
#define SCRIPT_VTEAM4    (549)  //  VTeam4.int      ; Mutant team num 4 in Vats
#define SCRIPT_VTEAM5    (550)  //  VTeam5.int      ; Mutant team num 5 in Vats
#define SCRIPT_VTEAM6    (551)  //  VTeam6.int      ; Mutant team num 6 in Vats
#define SCRIPT_VTEAM7    (552)  //  VTeam7.int      ; Mutant team num 7 in Vats
#define SCRIPT_VTEAM8    (553)  //  VTeam8.int      ; Mutant team num 8 in Vats
#define SCRIPT_AVERY     (554)  //  avery.int       ; guard for Lorenzo in the Hub
#define SCRIPT_BILL      (555)  //  bill.int        ; guard for Lorenzo in the Hub
#define SCRIPT_BILLY     (556)  //  billy.int       ; boy who works for Dan the Brahmin Man
#define SCRIPT_EYEBOT    (557)  //  eyebot.int      ; Fo1in2 - new eyebot party member
#define SCRIPT_BOBSIGN   (558)  //  bobsign.int     ; Sign outside Bob's Iguana Bits
#define SCRIPT_CALLY     (559)  //  cally.int       ; Another bodyguard for Lorenzo
#define SCRIPT_CLEO      (560)  //  cleo.int        ; Guard for Lorenzo in the Hub
#define SCRIPT_CRVNDRVR  (561)  //  crvndrvr.int    ; Caravan driver for the random encounters
#define SCRIPT_DAN       (562)  //  dan.int         ; Dan 'the Brahmin Man'. sells Brahmin
#define SCRIPT_DANWIFE   (563)  //  danwife.int     ; Dan's Wife
#define SCRIPT_DEADGUY   (564)  //  deadguy.int     ; Someone who was stupid enough to mess w/ Decker
#define SCRIPT_DECKGRD   (565)  //  deckgrd.int     ; One of Decker's Guards
#define SCRIPT_DEMETRE   (566)  //  demetre.int     ; Demetre, head of the Crimson Caravans
#define SCRIPT_FRY       (567)  //  fry.int         ; Deputy Fry of the Hub Police
#define SCRIPT_JONDOOR   (568)  //  jondoor.int     ; Adytum - Door to Jon Zimmerman's room
#define SCRIPT_ELECDOOR  (569)  //  elecdoor.int    ; Electronic lock on a door in the Hub
#define SCRIPT_ELECTRAP  (570)  //  electrap.int    ; Electronic Trap in the Thieves' Circle
#define SCRIPT_FEMFARMR  (571)  //  femfarmr.int    ; Female Farmer for the Hub
#define SCRIPT_FGTGARD   (572)  //  fgtgard.int     ; Far Go Trader generic Guard
#define SCRIPT_GENCOP    (573)  //  gencop.int      ; Generic police force in the Hub
#define SCRIPT_GENFGT    (574)  //  genfgt.int      ; Generic Far Go Trader
#define SCRIPT_GENSKAG   (575)  //  genskag.int     ; Generic Skag of the Hub
#define SCRIPT_GUIDO     (576)  //  guido.int       ; Guido, Manager of the Friendly Lending Company
#define SCRIPT_GUNLOCK   (577)  //  gunlock.int     ; Lock on the gun storage
#define SCRIPT_HBODGRD2  (578)  //  hbodgrd2.int    ; Bodyguard in the Hub
#define SCRIPT_HCHDGRD   (579)  //  hchdgrd.int     ; Hub Children guard
#define SCRIPT_HGENFARM  (580)  //  hgenfarm.int    ; Generic Farmer in the Hub
#define SCRIPT_HGENGRD   (581)  //  hgengrd.int     ; Generic Guard in the hub
#define SCRIPT_HIGHTOWR  (582)  //  hightowr.int    ; Daren Hightower, leader of the Water Merchants
#define SCRIPT_HTWRGRD   (583)  //  htwrgrd.int     ; One of Hightower's Guards
#define SCRIPT_HTWRWIFE  (584)  //  htwrwife.int    ; Hightower's wife
#define SCRIPT_HUBBER    (585)  //  hubber.int      ; Generic Hubber (Hub Dweller)
#define SCRIPT_HUBCARVN  (586)  //  hubcarvn.int    ; Hub Caravan (generic)
#define SCRIPT_HUBCOP    (587)  //  hubcop.int      ; Generic Hub Cop
#define SCRIPT_HUBFLRCD  (588)  //  hubflrcd.int    ; Flower Child in the Hub
#define SCRIPT_HUBJAKE   (589)  //  hubjake.int     ; Jacob of the Weapons Shop. Sells big toys
#define SCRIPT_HUBPATNT  (590)  //  hubpatnt.int    ; Patient in the Children's hospital in the Hub
#define SCRIPT_HUBSMITY  (591)  //  hubsmity.int    ; Smitty from the Hub
#define SCRIPT_JASMINE   (592)  //  jasmine.int     ; Jasmine, second in command of the Thieves Guild
#define SCRIPT_JOBPOST   (593)  //  jobpost.int     ; Job Post where all the jobs in the Hub are posted
#define SCRIPT_KANE      (594)  //  kane.int        ; Kane, second in command of the Underground
#define SCRIPT_KERI      (595)  //  keri.int        ; Keri, Demetre's daughter. in the Crimson Caravans
#define SCRIPT_LEON      (596)  //  leon.int        ; Leon, one of Guido's Guards
#define SCRIPT_LORENZO   (597)  //  lorenzo.int     ; Lorenzo, seedy character who occasionally helps the Underground
#define SCRIPT_MSTMERCH  (598)  //  mstmerch.int    ; Master Merchant from the hub
#define SCRIPT_RICHIE    (599)  //  richie.int      ; Richie, guards a safe in the Hub
#define SCRIPT_RUFUS     (600)  //  rufus.int       ; Rufus, cyber hack in the Hub
#define SCRIPT_NKINGRAT  (601)  //  nkingrat.int    ; Necropolis Sewer King albino mole rat
#define SCRIPT_SID       (602)  //  sid.int         ; Sid, annoying little twit who helps Beth
#define SCRIPT_THORNDYK  (603)  //  thorndyk.int    ; Thorndyke, Dr. in the Children in the Hub
#define SCRIPT_TROY      (604)  //  troy.int        ; Troy, a super mutant in the Hub
#define SCRIPT_WMCARVN   (605)  //  wmcarvn.int     ; Water Merchants Caravan
#define SCRIPT_WTRMGRD   (606)  //  wtrMGrd.int     ; Water Merchant Guards
#define SCRIPT_RADIOCOM  (607)  //  RadioCom.int    ; Radio control computer in the Vats.
#define SCRIPT_COMPTROL  (608)  //  Comptrol.int    ; Super Mutant comptroller.
#define SCRIPT_HGENCVAN  (609)  //  HGenCvan.int    ; Generic Hub Caravan
#define SCRIPT_VATWARN   (610)  //  VatWarn.int     ; Warning of trap corridor in the Vats.
#define SCRIPT_VATALERT  (611)  //  VatAlert.int    ; Spatial to set off the alarm in the Vats.
#define SCRIPT_VPLASMA   (612)  //  VPlasma.int     ; Plasma trap in the Vats.
#define SCRIPT_VBOOM     (613)  //  VBOOM.int       ; Explosive trap in the Vats.
#define SCRIPT_VLASER    (614)  //  VLaser.int      ; Laser trap in the Vats.
#define SCRIPT_VMONOWIR  (615)  //  VMonowir.int    ; Monowire trap in the Vats.
#define SCRIPT_VLOCKER   (616)  //  VLocker.int     ; Trapped locker in the Vats.
#define SCRIPT_HBETH     (617)  //  HBeth.int       ; Beth who runs the general store in the Hub
#define SCRIPT_HALLGRD   (618)  //  HallGrd.int     ; Generic Gaurd in the Brotherhood Hallways
#define SCRIPT_ROOMGRD   (619)  //  RoomGrd.int     ; Generic Room guard in the Brotherhood
#define SCRIPT_SPAR      (620)  //  Spar.int        ; Sparing match for the brotherhoodd
#define SCRIPT_CHEATER   (621)  //  Cheater.int     ; Cheat for QA
#define SCRIPT_IZO       (622)  //  Izo.int         ; Gizmo's nijamatic bodyguard
#define SCRIPT_KATJA     (623)  //  Katja.int       ; Skulk in Boneyard area
#define SCRIPT_ADY2STOR  (624)  //  Ady2Stor.int    ; Ladder from Adytum to the store.
#define SCRIPT_STOR2ADY  (625)  //  Stor2Ady.int    ; Ladder from store to Adytum.
#define SCRIPT_FOLDN2UP  (626)  //  FolDn2Up.int    ; Followers, from cellar up.
#define SCRIPT_FOLUP2DN  (627)  //  FolUp2Dn.int    ; Followers, from main level to cellar.
#define SCRIPT_HDTDN2UP  (628)  //  HDtDn2Up.int    ; Hub, Downtown, ladder going down to up
#define SCRIPT_HDTUP2DN  (629)  //  HDtUp2Dn.int    ; Hub, Downtown, ladder going up to down
#define SCRIPT_HDTVAULT  (630)  //  HDtVault.int    ; Vault to FLC in the Hub
#define SCRIPT_MRHANDYC  (631)  //  MrHandyC.int    ; Mr. Handy for cleaning up the Vats.
#define SCRIPT_HDTMSTRD  (632)  //  HDtMSTRD.int    ; Elevator door in the Masters Lair. Splitted from HDtVault
#define SCRIPT_THOMAS    (633)  //  Thomas.int      ; trainer in the Brotherhood
#define SCRIPT_MODREACT  (634)  //  ModReact.int    ; DO NOT ATTACH TO ANYTHING. JUST IN TO MAKE THINGS COMPILE
#define SCRIPT_ADY2FARM  (635)  //  Ady2Farm.int    ; Moves dude from Adytum to hydroponic farms
#define SCRIPT_FARM2ADY  (636)  //  Farm2Ady.int    ; Moves dude from hydroponic farms to Adytum
#define SCRIPT_ADY2CELL  (637)  //  Ady2Cell.int    ; Moves dude from Adytum to cellars
#define SCRIPT_CELL2ADY  (638)  //  Cell2Ady.int    ; Moves dude from cellars to Adytum
#define SCRIPT_GIZGUARD  (639)  //  GizGuard.int    ; Gizmo's casino guards
#define SCRIPT_RIPPER    (640)  //  Ripper.int      ; generic ripper for the boneyard
#define SCRIPT_MUTDISK   (641)  //  MutDisk.int     ; disk w/ transmissions from mutants in deathclaw cave
#define SCRIPT_DETHCLAW  (642)  //  DethClaw.int    ; deathclaw from the Hub
#define SCRIPT_DEATHSPR  (643)  //  Deathspr.int    ; Deathclaw spore
#define SCRIPT_FISHRMAN  (644)  //  FishrMan.int    ; Random fisherman.
#define SCRIPT_FISHRSON  (645)  //  FishrSon.int    ; Random fisherman's son.
#define SCRIPT_TARDIS    (646)  //  Tardis.int      ; Script for the special Tardis encounter.
#define SCRIPT_FOOTMAP   (647)  //  FootMap.int     ; Map script for giant footprint.
#define SCRIPT_WHOMAP    (648)  //  WhoMap.int      ; Map script for the Tardis map.
#define SCRIPT_TALKCOW   (649)  //  TalkCow.int     ; Script for the talking Brahmin.
#define SCRIPT_TCOWMAP   (650)  //  TCowMap.int     ; Map script for the talking cows.
#define SCRIPT_MISSBRO   (651)  //  MissBro.int     ; Missing Brotherhood initiate in the Hub
#define SCRIPT_HUBCAPTR  (652)  //  HubCaptr.int    ; Captors of the missing initiate
#define SCRIPT_ANIMFRVR  (653)  //  animfrvr.int    ; This is a script for animating background scenery
#define SCRIPT_THFU2D    (654)  //  ThfU2D.int      ; ladder to go from ground to cellar of the Thieves' Circle
#define SCRIPT_THFD2U    (655)  //  ThfD2U.int      ; ladder to go from cellar to ground of the Thieves' Circle
#define SCRIPT_MVNEWS    (656)  //  MVNews.int      ; Newspaper machine in the Master's Vault
#define SCRIPT_DEALER    (657)  //  Dealer.int      ; Insane used car dealer.
#define SCRIPT_FIELDRED  (658)  //  fieldred.int    ; Mariposa - Red force fields
#define SCRIPT_BRODEAD   (659)  //  BroDead.int     ; Map script for Brotherhood of Steel, destroyed version.
#define SCRIPT_CHILDEAD  (660)  //  ChilDead.int    ; Map script for Cathedral, destroyed version.
#define SCRIPT_MBDEAD    (661)  //  MBDead.int      ; Map script for Military Base, destroyed version.
#define SCRIPT_SARAH     (662)  //  Sarah.int       ; Sarah, girlfriend to the mutant Flip.
#define SCRIPT_AGATHA    (663)  //  Agatha.int      ; The old storyteller of Shady Sands, Agatha.
#define SCRIPT_CHUCK     (664)  //  Chuck.int       ; Gypsy fortune-teller of Adytum.
#define SCRIPT_ALAN      (665)  //  Alan.int        ; Recent enthusiastic Follower convert.
#define SCRIPT_BRENDEN   (666)  //  Brenden.int     ; New Initiate of the BOS.
#define SCRIPT_PATRICK   (667)  //  Patrick.int     ; Strange Celtic wanderer.
#define SCRIPT_ISMARC    (668)  //  Ismarc.int      ; Extremely annoyed musician.
#define SCRIPT_ENEMY     (669)  //  Enemy.int       ; Responses from people who don't want to talk to the dude.
#define SCRIPT_ALEX      (670)  //  Alex.int        ; Night watch Regulator for Adytum.
#define SCRIPT_GIDEON    (671)  //  Gideon.int      ; Leader of the prisoners in the Master's Lair
#define SCRIPT_JEREM     (672)  //  Jerem.int       ; Captive in the masters Lair
#define SCRIPT_AIRGRD    (673)  //  AirGrd.int      ; Gaurd in the Master's Lair
#define SCRIPT_AIRGRD2   (674)  //  AirGrd2.int     ; Another type of Guard in the Master's Lair
#define SCRIPT_BOSLORRI  (675)  //  BOSLori.int     ; Brotherhood of Steel Doctor
#define SCRIPT_MOORE     (676)  //  Moore.int       ; person in the master's lair
#define SCRIPT_LUCY      (677)  //  Lucy.int        ; person in the master's lair
#define SCRIPT_WIGGUP    (678)  //  Wiggup.int      ; mutant in the master's lair
#define SCRIPT_MADSCI    (679)  //  MadSci.int      ; mad scientist in the master's lair
#define SCRIPT_VINCENT   (680)  //  Vincent.int     ; mutant in the master's lair
#define SCRIPT_FARMPART  (681)  //  FARMPART.int    ; farm parts for adytum
#define SCRIPT_MLPRISON  (682)  //  MLPrison.int    ; Master's lair Prisoner
#define SCRIPT_GENPRIS   (683)  //  GenPris.int     ; Generic prisoner in the Master's Lair
#define SCRIPT_PRISCON   (684)  //  PrisCon.int     ; Prison Control force Fields
#define SCRIPT_THOMAS2   (685)  //  thomas2.int     ; Thomas from the Brotherhood (on another map)
#define SCRIPT_MONSTER   (686)  //  Monster.int     ; Monsters in the Master's Vault.
#define SCRIPT_PSYCON    (687)  //  PsyCon.int      ; Psychic control comupter.
#define SCRIPT_RAE       (688)  //  Rae.int         ; Confused mutant in the Master's Vault
#define SCRIPT_BHDOOR    (689)  //  BHDoor.int      ; main door to the brotherhood of steel
#define SCRIPT_BOSASIST  (690)  //  BOSAsIs.int     ; Brotherhood Dr. Assistant
#define SCRIPT_RD1INIT   (691)  //  RD1Init.int     ; Roommate in the Brotherhood
#define SCRIPT_GENINIT   (692)  //  GenInit.int     ; Generic Initiate in the Brotherhood
#define SCRIPT_COYOTE    (693)  //  Coyote.int      ; random dog in the wild
#define SCRIPT_SMONE     (694)  //  Smone.int       ; Mutants from the Master's Lair
#define SCRIPT_SMTWO     (695)  //  SmTwo.int       ; Mutants from the Master's Lair
#define SCRIPT_JUSTIN    (696)  //  Justin.int      ; Sherrif of Hub
#define SCRIPT_FALCON1   (697)  //  Falcon1.int     ; Bartender at the Falcon
#define SCRIPT_MERCH1    (698)  //  Merch1.int      ; Merchant from the Hub
#define SCRIPT_LANCE     (699)  //  Lance.int       ; Shady Sands guard on long patrol.
#define SCRIPT_LONERAID  (700)  //  LoneRaid.int    ; Lone Raider trying to get to camp.
#define SCRIPT_JGIZSIGN  (701)  //  JGIZSIGN.int   ; Junktown, Gizmo sign
#define SCRIPT_PALSCOUT  (702)  //  PalScout.int    ; Random Paladin scouts.
#define SCRIPT_TRENT     (703)  //  Trent.int       ; Survivor of a Deathclaw attack.
#define SCRIPT_HDEALER   (704)  //  HDealer.int     ; dealer in the falcon for craps
#define SCRIPT_HSLOTS    (705)  //  HSlots.int      ; slot machines in the Hub
#define SCRIPT_HRNDBAR   (706)  //  HRndBar.int     ; Random dialog in the bar of the HUb
#define SCRIPT_HGENGAMB  (707)  //  HGenGamb.int    ; generic gamblers in the hub
#define SCRIPT_HHOOKERA  (708)  //  HHooker.int     ; Hooker in the Falcon
#define SCRIPT_HJOHN     (709)  //  HJohn.int       ; Hooker's customer in the Falcon
#define SCRIPT_HGENDEAL  (710)  //  HGenDeal.int    ; Generic Dealer in the Falcon
#define SCRIPT_SMPRAY    (711)  //  smpray.int      ; praying mutants in masters vault
#define SCRIPT_CPRAY     (712)  //  cpray.int       ; praying children in masters vault
#define SCRIPT_PEASVICT  (713)  //  PeasVict.int    ; Peasant victim for random encounters.
#define SCRIPT_HROULET   (714)  //  HRoulet.int     ; roulette dealer from the hub
#define SCRIPT_JUNKPEAS  (715)  //  JunkPeas.int    ; generic peasant in Junktown
#define SCRIPT_TEACHER   (716)  //  Teacher.int     ; Teacher in the Brotherhood.
#define SCRIPT_GENSCRIB  (717)  //  Genscrib.int    ; Scribe in Brotherhood
#define SCRIPT_GENKNIGH  (718)  //  Genknigh.int    ; Knight in Brotherhood
#define SCRIPT_GENPALAD  (719)  //  Genpalad.int    ; Paladin in Brotherhood
#define SCRIPT_LAKIDS    (720)  //  LAKIDS.int     ; Children swarming the motorcycle in Blades territory
#define SCRIPT_RIPUP2DN  (721)  //  RipUp2Dn.int    ; Stairs up from the Rippers' cellar.
#define SCRIPT_RIPDN2UP  (722)  //  RipDn2Up.int    ; Stairs down from the Rippers' hideout.
#define SCRIPT_RD1SCRB1  (723)  //  Rd1Scrb1.int    ; Random Scribe from the Brotherhood
#define SCRIPT_RD1KNIG   (724)  //  Rd1Knig.int     ; Random Dialog for the Knights in the Brotherhood
#define SCRIPT_TERM      (725)  //  term.int        ; terminal in the Brotherhood
#define SCRIPT_TERM1     (726)  //  term1.int       ; terminal in the Brotherhood
#define SCRIPT_TERM2     (727)  //  term2.int       ; terminal in the Brotherhood
#define SCRIPT_TERM3     (728)  //  term3.int       ; terminal in the Brotherhood
#define SCRIPT_TERM4     (729)  //  term4.int       ; terminal in the Brotherhood
#define SCRIPT_TERM5     (730)  //  term5.int       ; terminal in the Brotherhood
#define SCRIPT_TERM6     (731)  //  term6.int       ; terminal in the Brotherhood
#define SCRIPT_TERM7     (732)  //  term7.int       ; terminal in the Brotherhood
#define SCRIPT_TERM8     (733)  //  term8.int       ; terminal in the Brotherhood
#define SCRIPT_LOCKER    (734)  //  Locker.int      ; generic locked locker
#define SCRIPT_MANTIS    (735)  //  Mantis.int      ; preying Mantis
#define SCRIPT_WORKROOM  (736)  //  WorkRoom.int    ; exploding work table in the Brotherhood
#define SCRIPT_MADBROT   (737)  //  MadBrot.int     ; mad scientist in the brotherhood
#define SCRIPT_WOMEN     (738)  //  Women.int       ; women in the raiders camp which can be killed
#define SCRIPT_SINK      (739)  //  Sink.int        ; You can use this sink to dirty your hands
#define SCRIPT_REVULSE   (740)  //  Revulse.int     ; Corridor of revulsion
#define SCRIPT_FIELDGEN  (741)  //  fieldgen.int    ; field generator in the military base
#define SCRIPT_ELEVCON   (742)  //  ElevCon.int     ; Elevator Control for the Force Fields to the Nuke Bomb
#define SCRIPT_GENZOMBI  (743)  //  genzombi.int   ; Generic "Zombie Guard" in worldmap encounters
#define SCRIPT_BROHIST   (744)  //  BroHist.int     ; Holodisk for the Brotherhood history
#define SCRIPT_SOPDISK   (745)  //  SopDisk.int     ; Sophia's History disk of the Brotherhood
#define SCRIPT_MAXDISK   (746)  //  MaxDisk.int     ; Maxson's Version of the history of the Brotherhood
#define SCRIPT_LOOT      (747)  //  Loot.int        ; Fridge in the Raiders camp
#define SCRIPT_HUBSAFE   (748)  //  HubSafe.int     ; safe for Lorenzo's stuff
#define SCRIPT_GENRAIDA  (749)  //  GenRaidA.int    ; Generic raider for random encounter
#define SCRIPT_GENRAIDB  (750)  //  GenRaidB.int    ; Generic raider for random encounter
#define SCRIPT_GENRAIDC  (751)  //  GenRaidC.int    ; Generic raider for random encounter
#define SCRIPT_GENMERCA  (752)  //  GenMercA.int    ; Generic Merchant for random encounter
#define SCRIPT_GENMERCB  (753)  //  GenMercB.int    ; Generic merchant for random encounter
#define SCRIPT_GENMERCC  (754)  //  GenMercC.int    ; Generic merchant for random encounter
#define SCRIPT_GENGRDA   (755)  //  GenGrdA.int     ; Generic guard for random encounter
#define SCRIPT_GENGRDB   (756)  //  GenGrdB.int     ; Generic guard for random encounter
#define SCRIPT_GENGRDC   (757)  //  GenGrdC.int     ; Generic guard for random encounter
#define SCRIPT_GENPALA   (758)  //  GenPalA.int     ; Generic paladin for random encounter
#define SCRIPT_GENPALB   (759)  //  GenPalB.int     ; Generic paladin for random encounter
#define SCRIPT_GENPALC   (760)  //  GenPalC.int     ; Generic paladin for random encounter
#define SCRIPT_CRVNTEAM  (761)  //  CrvnTeam.int    ; Caravan team for the random encounters
#define SCRIPT_CRVNMSTR  (762)  //  CrvnMstr.int    ; Animals who attack the caravan
#define SCRIPT_CRVNENMY  (763)  //  CrvnEnmy.int    ; People who attack the caravans
#define SCRIPT_KILLSTOR  (764)  //  KillStor.int    ; stuff for Killian's store
#define SCRIPT_CARENCTR  (765)  //  CarEnctr.int    ; Caravan Random Encounters
#define SCRIPT_GENCHAT   (766)  //  GenChat.int     ; generic messagage file
#define SCRIPT_CCVAN     (767)  //  CCVan.int       ; Crimson Caravan Dealer (gives jobs) (temp)
#define SCRIPT_FGTVAN    (768)  //  FGTVan.int      ; Far Go Traders Dealer (Gives jobs) (temp)
#define SCRIPT_WMVAN     (769)  //  WMVan.int       ; Water Merchants Dealer (gives jobs) (temp)
#define SCRIPT_LARYKNIG  (770)  //  LaryKnig.int    ; Knight Larry in the Brotherhood
#define SCRIPT_VRESCRIB  (771)  //  VreScrib.int    ; Vree's scribe in the brotherhood
#define SCRIPT_VREGRD    (772)  //  vregrd.int      ; Vree's guard
#define SCRIPT_MAXGRD    (773)  //  MaxGrd.int      ; Maxson's guard
#define SCRIPT_JEREM2    (774)  //  Jerem2.int      ; Jeremia from the Master's Lair
#define SCRIPT_WOODDOOR  (775)  //  WoodDoor.int    ; wooden door script to blow up doors
#define SCRIPT_METLDOOR  (776)  //  MetlDoor.int    ; metal door script to blow up doors
#define SCRIPT_HUBENCTR  (777)  //  HubEnctr.int    ; Caravan Random encounters return to the hub
#define SCRIPT_HGENVAN2  (778)  //  HGenVan2.int    ; caravan people who are leaving the hub (generic)
#define SCRIPT_FGTRTNVN  (779)  //  FGTRtnVn.int    ; Far Go Traders Return to the Hub
#define SCRIPT_CCRTNVN   (780)  //  CCRtnVn.int     ; Crimson Caravans Return to the Hub
#define SCRIPT_WMRTNVN   (781)  //  WMRtnVn.int     ; Water Merchants Return to the Hub
#define SCRIPT_ALLNONE   (782)  //  AllNOne.int     ; Merchant for the All in One Store
#define SCRIPT_ARMORY    (783)  //  Armory.int      ; merchant for the Armory Store
#define SCRIPT_ADYSTORE  (784)  //  AdyStore.int    ; store in Adytum
#define SCRIPT_EXITLITE  (785)  //  ExitLite.int    ; lights for scenery objects
#define SCRIPT_ROPE      (786)  //  Rope.int        ; for message file
#define SCRIPT_ARMSDEAL  (787)  //  ArmsDeal.int    ; Jake the Arms Dealer in the Hub
#define SCRIPT_GDOOR     (788)  //  GDoor.int       ; Ghoul Door in Necropolis
#define SCRIPT_JUNKJAIL  (789)  //  JunkJail.int    ; spatial script for the junktown jail cell
#define SCRIPT_TREAD     (790)  //  Tread.int       ; ghoul near vault door in Necrop
#define SCRIPT_DIRTNAP   (791)  //  Dirtnap.int     ; ghouls near water chip in Necrop
#define SCRIPT_VALTGLO   (792)  //  Valtglo.int     ; generic ghouls in Necrop Vault
#define SCRIPT_VALTCOMP  (793)  //  ValtComp.int    ; generic computer for Vault 13
#define SCRIPT_REDFARM   (794)  //  RedFarm.int     ; red peasant farmer in the Hub
#define SCRIPT_GRNFARM   (795)  //  GrnFarm.int     ; green farmer in the Hub
#define SCRIPT_HCARAVN1  (796)  //  HCaravn1.int    ; Generic Caravan Merchant Gaurd
#define SCRIPT_HCARAVN2  (797)  //  HCaravn2.int    ; Generic Caravan Merchant Gaurd
#define SCRIPT_HCARAVN3  (798)  //  HCaravn3.int    ; Generic Caravan Merchant Gaurd
#define SCRIPT_HCARAVN4  (799)  //  HCaravn4.int    ; Generic Caravan Merchant Gaurd
#define SCRIPT_CREDDOOR  (800)  //  CRedDoor.int    ; Locked door needing the red COC Badge
#define SCRIPT_CBLKDOOR  (801)  //  CBlkDoor.int    ; Locked door needing the Black COC Badge
#define SCRIPT_MAT       (802)  //  Mat.int         ; Caravan driver at the Hub Entrance
#define SCRIPT_LUKE      (803)  //  Luke.int        ; Caravan driver at the Hub Entrance
#define SCRIPT_JOHN      (804)  //  John.int        ; Security guard at the Entrance of the Hub
#define SCRIPT_JDOOR     (805)  //  JDoor.int       ; Jeremiah's secret door in the master's lair
#define SCRIPT_LIBRARY   (806)  //  Library.int     ; Library in the Vault 13
#define SCRIPT_CRASHRM   (807)  //  CrashRm.int     ; Spatial for room #1 in the Junktown crash house
#define SCRIPT_JAKEDOOR  (808)  //  JakeDoor.int    ; Door to Jake's shop in the Hub
#define SCRIPT_JAKEDESK  (809)  //  JakeDesk.int    ; Desk in Jake's Shop in the Hub
#define SCRIPT_BOOKCASE  (810)  //  Bookcase.int    ; bookcase in master's lair
#define SCRIPT_MLOPS     (811)  //  MLOps.int       ; Master's lair Ops Control center
#define SCRIPT_VISCIOUS  (812)  //  Viscious.int    ; Viscious from the Master's Lair
#define SCRIPT_VAULTBOX  (813)  //  VaultBox.int    ; Water storage box in V 13
#define SCRIPT_MSTRCOMP  (814)  //  MstrComp.int    ; Computer in the Master's Lair
#define SCRIPT_CHILDOOR  (815)  //  Childoor.int    ; Secure door in the Children in the Hub
#define SCRIPT_HWMHOST   (816)  //  HWMHost.int     ; just a guy who tells you things in the area
#define SCRIPT_CARVLEAD  (817)  //  CarvLead.int    ; Generic destination person who will give you $$
#define SCRIPT_GENBCASE  (818)  //  GenBCase.int    ; generic Bookcase
#define SCRIPT_BROINVAD  (819)  //  BroInvad.int    ; Brotherhood Paladins who help invade the Cathedral
#define SCRIPT_FOLINVAD  (820)  //  FolInvad.int    ; Followers Invaders who help invade the Cathedral
#define SCRIPT_MIKE      (821)  //  Mike.int        ; Mike, the Old town guide
#define SCRIPT_VANCE     (822)  //  Vance.int       ; Vance, the drug dealer in the Hub
#define SCRIPT_JUNKIE    (823)  //  Junkie.int      ; Drug Junkie in the Hub
#define SCRIPT_NDEBRIS   (824)  //  NDebris.int     ; North Debris
#define SCRIPT_SDEBRIS   (825)  //  SDebris.int     ; South Debris
#define SCRIPT_EDEBRIS   (826)  //  EDebris.int     ; East Debris
#define SCRIPT_WDEBRIS   (827)  //  WDebris.int     ; West Debris
#define SCRIPT_GPWRTERM  (828)  //  GPwrTerm.int    ; Power Terminals in the Glow
#define SCRIPT_FOOTPRNT  (829)  //  FootPrnt.int    ; Spatial of Ghoul footprints leading to the sewer
#define SCRIPT_WMGUARD   (830)  //  WMGuard.int     ; Water Merchant Gaurd
#define SCRIPT_GSENROB   (831)  //  GSenRob.int     ; sentry droid for the Glow
#define SCRIPT_GLOYLDOR  (832)  //  GloYlDor.int    ; Yellow security door in the Glow
#define SCRIPT_WMGROUP   (833)  //  WMGroup.int     ; Water Merchants--generic ppl around the merchants
#define SCRIPT_CCGUARD   (834)  //  CCGuard.int     ; Crimson Caravan guards from the Hub
#define SCRIPT_BOXGUARD  (835)  //  BoxGuard.int    ; guards around the boxing arena in Junktown
#define SCRIPT_GUNCACHE  (836)  //  GunCache.int    ; Cache of Gunrunners weapons
#define SCRIPT_SDOOR     (837)  //  SDoor.int       ; Door that can't be openned
#define SCRIPT_POWERMUT  (838)  //  PowerMut.int    ; Super mutant guarding power armour
#define SCRIPT_BULLBORD  (839)  //  bullbord.int    ; Bulletin board outside of the hub
#define SCRIPT_GUNCASE   (840)  //  GunCase.int     ; Suitcase that the gunrunners give you
#define SCRIPT_GUNTHER   (841)  //  Gunther.int     ; Just some guy in the Hub
#define SCRIPT_SLAPPY    (842)  //  Slappy.int      ; Crazed bum in the Hub
#define SCRIPT_CATHSHOP  (843)  //  CathShop.int    ; Person in the Cathedral who sells things
#define SCRIPT_CATHCASE  (844)  //  CathCase.int    ; Bookcase in the cathedral to hold items
#define SCRIPT_KYLE      (845)  //  Kyle.int        ; Kyle from the Brotherhood
#define SCRIPT_LEMMY     (846)  //  Lemmy.int       ; guy that Gus designed to point you around
#define SCRIPT_BETHGRD   (847)  //  Bethgrd.int     ; guys outside the weapons shop
#define SCRIPT_DCMUTANT  (848)  //  DCMutant.int    ; Dying Mutant in the deathclaw cave
#define SCRIPT_FGTCARVN  (849)  //  FGTCarvn.int    ; Far Go Trader caravan peoples
#define SCRIPT_MUTAMBSH  (850)  //  MutAmbsh.int    ; Mutant Ambush for the Random Encounters
#define SCRIPT_DOCLOCKR  (851)  //  DocLockr.int    ; Doc Morbid's locker
#define SCRIPT_CRASHBOX  (852)  //  CrashBox.int    ; Crash house fridge
#define SCRIPT_SKUMDOOR  (853)  //  SkumDoor.int    ; Skum Pit door
#define SCRIPT_SUPAMBSH  (854)  //  SupAmbsh.int    ; Super Mutant Ambush for random encounters
#define SCRIPT_MOATCHEK  (855)  //  MoatChek.int    ; dex check for the moat
#define SCRIPT_STRANGER  (856)  //  Stranger.int    ; Mysterious Stranger Script
#define SCRIPT_SUPGRD    (857)  //  SupGrd.int      ; Supply guards for the Brotherhood
#define SCRIPT_SUPDOOR   (858)  //  SupDoor.int     ; Supply door in the Brotherhood
#define SCRIPT_VWEPLOKR  (859)  //  VWepLokr.int    ; Vats Weapon Locker
#define SCRIPT_BROLOCK   (860)  //  BroLock.int     ; Brotherhood footlockers
#define SCRIPT_VALTDISK  (861)  //  ValtDisk.int    ; Holodisk that gives all vault locations
#define SCRIPT_STAPLE    (862)  //  Staple.int      ; Mrs. Stapleton in the Hub (librarian)
#define SCRIPT_KLAXON    (863)  //  Klaxon.int      ; Alarm in the Vats
#define SCRIPT_TOGGLE    (864)  //  Toggle.int      ; Toggle switch for the Vats
#define SCRIPT_PAUL      (865)  //  Paul.int        ; Paul from the weapons division in the Brotherhood
#define SCRIPT_HTWRLEON  (866)  //  HtwrLeon.int    ; Leon the guard at the Hightower place
#define SCRIPT_VPLSTRAP  (867)  //  VPlsTrap.int    ; Vats Plasma Trrap
#define SCRIPT_VEXDTRAP  (868)  //  VExdTrap.int    ; Vats Explosion trap
#define SCRIPT_VELCTRAP  (869)  //  VElcTrap.int    ; Vats Electric Trap
#define SCRIPT_HTWRGRGE  (870)  //  HtwrGrge.int    ; George the guard for the hightowers
#define SCRIPT_HTWRRICK  (871)  //  HtwrRick.int    ; Rick, yet another of hightwoers guards
#define SCRIPT_HTWRBOX   (872)  //  HtwrBox.int     ; strongbox w/ a necklace in it
#define SCRIPT_KILDOOR1  (873)  //  KilDoor1.int    ; Killian Door 1
#define SCRIPT_KILDOOR2  (874)  //  KilDoor2.int    ; Killian Door 2
#define SCRIPT_EMITER1A  (875)  //  Emiter1a.int    ; Force Field Emitter 1a for MBStrg12
#define SCRIPT_FIELD1A   (876)  //  Field1a.int     ; Force Field for Emitter 1a
#define SCRIPT_MORBCOOL  (877)  //  MorbCool.int    ; Morbid's cooler
#define SCRIPT_HTWRDOOR  (878)  //  HtwrDoor.int    ; Front door to the Hightower's place
#define SCRIPT_FIELD2A   (879)  //  Field2a.int     ; Force Field for Emitter 2a
#define SCRIPT_EMITER2A  (880)  //  Emiter2a.int    ; Force Field Emitter 2a for MBStrg12
#define SCRIPT_FIELD3A   (881)  //  Field3a.int     ; Force Field for Emitter 3a
#define SCRIPT_EMITER3A  (882)  //  Emiter3a.int    ; Force Field Emitter 3a for MBStrg12
#define SCRIPT_FIELD4A   (883)  //  Field4a.int     ; Force Field for Emitter 4a
#define SCRIPT_EMITER4A  (884)  //  Emiter4a.int    ; Force Field Emitter 4a for MBStrg12
#define SCRIPT_FIELD5A   (885)  //  Field5a.int     ; Force Field for Emitter 5a
#define SCRIPT_EMITER5A  (886)  //  Emiter5a.int    ; Force Field Emitter 5a for MBStrg12
#define SCRIPT_FIELD6A   (887)  //  Field6a.int     ; Force Field for Emitter 6a
#define SCRIPT_EMITER6A  (888)  //  Emiter6a.int    ; Force Field Emitter 6a for MBStrg12
#define SCRIPT_FLOATER   (889)  //  Floater.int     ; Generic Floaters for Random Encounters
#define SCRIPT_LENORE    (890)  //  Lenore.int      ; Denizen of Junktown
#define SCRIPT_BITSBOB   (891)  //  BitsBob.int     ; Iguna Bob from the Hub
#define SCRIPT_KANEDOOR  (892)  //  KaneDoor.int    ; Door for Kane in the Hub
#define SCRIPT_FIELD1B   (893)  //  Field1b.int     ; Force Field for Emitter 2a
#define SCRIPT_EMITER1B  (894)  //  Emiter1b.int    ; Force Field Emitter 2a for MBStrg12
#define SCRIPT_FIELD2B   (895)  //  Field2b.int     ; Force Field for Emitter 3a
#define SCRIPT_EMITER2B  (896)  //  Emiter2b.int    ; Force Field Emitter 3a for MBStrg12
#define SCRIPT_PAINFELD  (897)  //  PainFeld.int    ; Pain Field in the Vats
#define SCRIPT_FIELD1C   (898)  //  Field1c.int     ; Force Field for Emitter 2a
#define SCRIPT_EMITER1C  (899)  //  Emiter1c.int    ; Force Field Emitter 2a for MBStrg12
#define SCRIPT_FIELD2C   (900)  //  Field2c.int     ; Force Field for Emitter 3a
#define SCRIPT_EMITER2C  (901)  //  Emiter2c.int    ; Force Field Emitter 3a for MBStrg12
#define SCRIPT_FIELD1D   (902)  //  Field1d.int     ; Force Field for Emitter 2a
#define SCRIPT_EMITER1D  (903)  //  Emiter1d.int    ; Force Field Emitter 2a for MBStrg12
#define SCRIPT_VBROKELV  (904)  //  VBrokElv.int    ; Broken elevator in the Vats
#define SCRIPT_STUFF     (905)  //  Stuff.int       ; the Ghouls stuff in Necropolis
#define SCRIPT_ARMDOOR   (906)  //  ArmDoor.int     ; armory door in the Vats
#define SCRIPT_REGGUARD  (907)  //  RegGuard.int    ; Regulator guard for the boneyard
#define SCRIPT_HOTGHOUL  (908)  //  HotGhoul.int    ; ghoul in the Hotel of Doom
#define SCRIPT_LTGUARD   (909)  //  LtGuard.int     ; guards near the Lt.
#define SCRIPT_MORPCOMP  (910)  //  MorpComp.int    ; computer in morpheus' room
#define SCRIPT_SETDOOR   (911)  //  SetDoor.int     ; trapped and locked door
#define SCRIPT_INVADER   (912)  //  Invader.int     ; Invader for Necropolis
#define SCRIPT_PGUARD    (913)  //  PGuard.int      ; Personal guard to Zimmerman
#define SCRIPT_FRYSTUB   (914)  //  FryStub.int     ; a short dep Fry. in Decker's hideout
#define SCRIPT_NUKEGRD   (915)  //  Nukegrd.int     ; guard for nuke in masters vault
#define SCRIPT_HORD      (916)  //  Hord.int        ; hord of troops called by master
#define SCRIPT_DUGAN     (917)  //  Dugan.int       ; The Weez
#define SCRIPT_MACRAE    (918)  //  MacRae.int      ; Helper Blade to find Leader of Blades
#define SCRIPT_CCGUARD1  (919)  //  CCGuard1.int    ; Crimson Caravan Guard 1
#define SCRIPT_CCGUARD2  (920)  //  CCGuard2.int    ; Crimson Caravan Guard 2
#define SCRIPT_MOMCLAW   (921)  //  MomClaw.int     ; Mother Deathclaw
#define SCRIPT_ROAMCLAW  (922)  //  RoamClaw.int    ; Roaming Deathclaw
#define SCRIPT_BYMIKE    (923)  //  BYMike.int      ; Mike from the Boneyard (Blade)
#define SCRIPT_BYCHRIS   (924)  //  BYChris.int     ; Blade Chris from the Boneyard
#define SCRIPT_BYGREG    (925)  //  BYGreg.int      ; Blade Greg from the Boneyard
#define SCRIPT_INBLADE   (926)  //  InBlade.int     ; Invasion Blades
#define SCRIPT_EGGCLAW   (927)  //  EggClaw.int     ; Deathclaw egg
#define SCRIPT_RADSCOR2  (928)  //  Radscor2.int    ; Doesn't start out hostile.
#define SCRIPT_VANCEBOX  (929)  //  VanceBox.int    ; Box where vance keeps his trading items
#define SCRIPT_BETHBOX   (930)  //  BethBox.int     ; Box where Beth keeps his trading items
#define SCRIPT_EMITERH   (931)  //  EmiterH.int     ; force ield emiter for Vat Control Room
#define SCRIPT_RHOMDOOR  (932)  //  RhomDoor.int    ; Door to rhombus's area
#define SCRIPT_RHOMLOCK  (933)  //  RhomLock.int    ; Locker in rhombus' room
#define SCRIPT_WANRAT2   (934)  //  WanRat2.int     ; Non-hostile Rats
#define SCRIPT_IRWIN     (935)  //  Irwin.int       ; farmer who lost his farm
#define SCRIPT_ARMOR     (936)  //  Armor.int       ; Armor on Kyle's worktable
#define SCRIPT_MITCHBOX  (937)  //  MitchBox.int    ; Mitch's box of inven
#define SCRIPT_FARMRAID  (938)  //  FarmRaid.int    ; Raider who is attacking a farm in the Hub
#define SCRIPT_MATHIA    (939)  //  Mathia.int      ; Maxson's Assistant
#define SCRIPT_JTILE     (940)  //  JTile.int       ; Spatial script to trigger door in the Master's Vault
#define SCRIPT_STAMPEDE  (941)  //  Stampede.int    ; stampede random encounter
#define SCRIPT_HIGHELD   (942)  //  HighEld.int     ; Elders for the Brotherhood
#define SCRIPT_MOLERAT2  (943)  //  MoleRat2.int    ; Another stupid molerat
#define SCRIPT_BROELD    (944)  //  BroEld.int      ; Brotherhood elder (generic)
#define SCRIPT_GRIFFBED  (945)  //  GRIFFBED.int    ; Fuel Cell Controller stash !!! DEPRECATED !!!
#define SCRIPT_ICECHEST  (946)  //  IceChest.int    ; box where Garl can place player's stuff
#define SCRIPT_LTCODES   (947)  //  LtCodes.int     ; Codes the Lt is holding
#define SCRIPT_PRISFELD  (948)  //  PrisFeld.int    ; prisoner force field in the master's lair
#define SCRIPT_PSYFIELD  (949)  //  PsyField.int    ; psycker's force field in the master's lair
#define SCRIPT_KENNY     (950)  //  Kenny.int       ; They killed Kenny!
#define SCRIPT_SUPLYGRD  (951)  //  SuplyGrd.int    ; supply guards for 1st level brotherhood
#define SCRIPT_HUBMIS0   (952)  //  HubMis0.int     ; map script for HubMis0.map
#define SCRIPT_GRIFFITH  (953)  //  griffith.int    ; Necropolis ghoul related to motorcycle
#define SCRIPT_GENLOCK   (954)  //  GenLock.int     ; generic foot locker which is locked
#define SCRIPT_REGDISK   (955)  //  RegDisk.int     ; Rugulator holodisk
#define SCRIPT_HUBPRIS   (956)  //  HubPris.int     ; Prisoner in the Hub
#define SCRIPT_LAFOLLWR  (957)  //  LAFollwr.int    ; map script for the followers
#define SCRIPT_RAIDDOOR  (958)  //  RaidDoor.int    ; the cell door for tandi in the raiders
#define SCRIPT_GENEMIT   (959)  //  GenEmit.int     ; generic damaged force field emitter
#define SCRIPT_TEST      (960)  //  Test.int        ; testing scripts

// FalloutFIXT
#define SCRIPT_CHITEM    (961)
#define SCRIPT_CARCUST   (962)
#define SCRIPT_JBOXER    (963)
#define SCRIPT_STAPBOX   (964)
#define SCRIPT_INVADED   (965)
#define SCRIPT_CARCOW    (966)
#define SCRIPT_FKE_DUDE  (967)
#define SCRIPT_ALLDOGS   (968)
#define SCRIPT_BOBSTAND  (969)
#define SCRIPT_HHOOKERD  (970)
#define SCRIPT_MASSACRE  (971)
#define SCRIPT_REDFIELD  (972)

// Stuff from scripts.lst
#define SCRIPT_GRNMTARM  (973)
#define SCRIPT_MYSTSTRN  (974)

// Fo1in2
#define SCRIPT_CHEATBOX  (975)
#define SCRIPT_NIF2HINT  (976)  // niF2Hint.int    ; New Reno Fallout 2 Hintbook
#define SCRIPT_RNDENC    (977)  // Random encounter map selector script
#define SCRIPT_MOTRCYCL  (978)  // Drivable vehicle
#define SCRIPT_MOTRTRNK  (979)  // Motorcycle trunk
#define SCRIPT_ZIBRAPOO  (980)  // ziBraPoo.int    ; Generic BRAHMIN SHIT!!! YES YES YES

#define SCRIPT_AIBKDOR          (981)   // AIBkDor.int     ; Door w/out a handle In Arroyo Caves
#define SCRIPT_SPRTRP0          (982)   // SprTrp0.int     ; Generic spear Trap (0)
#define SCRIPT_SPRTRP50         (983)   // SprTrp50.int    ; Arroyo Spear Trap for Caves (50)
#define SCRIPT_SPRTRP51         (984)   // SprTrp51.int    ; Arroyo Spear Trap for Caves (50)
#define SCRIPT_SPRTRP52         (985)   // SprTrp52.int    ; Arroyo Spear Trap for Caves (50)
#define SCRIPT_SPRTRP53         (986)   // SprTrp53.int    ; Arroyo Spear Trap for Caves (50)
#define SCRIPT_ATSRTRP0         (987)   // ATSrTrp0.int    ; Arroyo Spear Trap for Caves (50)
#define SCRIPT_ATSRTRP1         (988)   // ATSrTrp1.int    ; Arroyo Spear Trap for Caves (50)
#define SCRIPT_ATSRTRP2         (989)   // ATSrTrp2.int    ; Arroyo Spear Trap for Caves (50)
#define SCRIPT_ATSRTRP3         (990)   // ATSrTrp3.int    ; Arroyo Spear Trap for Caves (50)
#define SCRIPT_ATSRTRP4         (991)   // ATSrTrp4.int    ; Arroyo Spear Trap for Caves (50)
#define SCRIPT_ATSRTRP5         (992)   // ATSrTrp5.int    ; Arroyo Spear Trap for Caves (50)
#define SCRIPT_ATSRTRP6         (993)   // ATSrTrp6.int    ; Arroyo Spear Trap for Caves (50)
#define SCRIPT_ATSRTRP7         (994)   // ATSrTrp7.int    ; Arroyo Spear Trap for Caves (50)
#define SCRIPT_ATSRTRP8         (995)   // ATSrTrp8.int    ; Arroyo Spear Trap for Caves (50)
#define SCRIPT_ATSRTRP9         (996)   // ATSrTrp9.int    ; Arroyo Spear Trap for Caves (50)
#define SCRIPT_ATSRTRPA         (997)   // ATSrTrpA.int    ; Arroyo Spear Trap for Caves (50)
#define SCRIPT_ATSRTRPB         (998)   // ATSrTrpB.int    ; Arroyo Spear Trap for Caves (50)
#define SCRIPT_ATSRTRPC         (999)   // ATSrTrpC.int    ; Arroyo Spear Trap for Caves (50)
#define SCRIPT_ATSRTRPD         (1000)  // ATSrTrpD.int    ; Arroyo Spear Trap for Caves (50)
#define SCRIPT_ATSRTRPE         (1001)  // ATSrTrpE.int    ; Arroyo Spear Trap for Caves (50)
#define SCRIPT_ATSRTRPF         (1002)  // ATSrTrpF.int    ; Arroyo Spear Trap for Caves (50)
#define SCRIPT_ARCAVES          (1003)  // ARCAVES.int     ; Temple map script
#define SCRIPT_RNDFORVR         (1004)  // rndForvr.int    ; Guardian of Forever Rnd Enct Map Script
#define SCRIPT_ECGRDFRV         (1005)  // ecGrdFrv.int    ; Guardian of Forever spatial script
#define SCRIPT_IIMINE           (1006)  // IIMine.int      ; Mines in Raiders Cave
#define SCRIPT_ZISLOTS          (1007)  // ziSlots.int     ; Generic Fo2 Slot Machine
#define SCRIPT_ZCCRPDEL         (1008)  // ZCCrpDel.int    ; Craps Dealer
#define SCRIPT_ZIDCEGRL         (1009)  // ziDceGrl.int    ; Generic Casino Girl with Dice Game
#define SCRIPT_ENCQUACK         (1010)  // ENCQUACK.int    ; Fo1in2 encounter, old quack
#define SCRIPT_ZILOCKER         (1011)  // ziLocker.int    ; Generic Locker Script
#define SCRIPT_ZIWEAKLK         (1012)  // ziWeakLk.int    ; Generic Weak Lock Watch Script
#define SCRIPT_ZIMEDMLK         (1013)  // ziMedmLk.int    ; Generic Medium Lock Watch Script
#define SCRIPT_ZIHARDLK         (1014)  // ziHardLk.int    ; Generic Hard Lock Watch Script

#define SCRIPT_HALLDOOR         (1015)  // halldoor.int    ; Necropolis - Entrance to Hall of the Dead
